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A Longitudinal Analysis of the Effects of Instructional Strategies on Student Performance in Traditional and E-Learning Formats




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Impact of Motivation on Intentions in Online Learning: Canada vs China




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The Effect of Student Background in E-Learning — Longitudinal Study




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Using Digital Video Game in Service Learning Projects




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Influence on Student Academic Behaviour through Motivation, Self-Efficacy and Value-Expectation: An Action Research Project to Improve Learning




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The Role of Management Games in Mapping Learning Styles to Elements of Business Know-How Acquisition: A Case Study




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A Conceptual Model for Learning to Program in Introductory Programming Courses




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An Interactive E-Learning Tool for Kids in Mauritius




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The Efficacy of a Web-Based Instruction and Remediation Program on Student Learning




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University Enhancement System using a Social Networking Approach: Extending E-learning




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Meaningful Learning in Discussion Forums: Towards Discourse Analysis




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A Longitudinal Study of the Use of Computer Supported Collaborative Learning in Promoting Lifelong Learning Skills




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Cross-Departmental Collaboration for the Community: Technical Communicators in a Service-Learning Software Engineering Course




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Technology Enhanced Learning: Utilizing a Virtual Learning Environment to Facilitate Blended Learning




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Towards E-Learning in Higher Education in Libya




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Collaboration of Two Service-Learning Courses: Software Development and Technical Communication




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Using a Learning Management System to Foster Independent Learning in an Outcome-Based University: A Gulf Perspective




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An Enhanced Learning Environment for Institutions: Implementing i-Converge’s Pedagogical Model




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Extending Learning to Interacting with Multiple Participants in Multiple Web 2.0 Learning Communities




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Inquiry-Based Training Model and the Design of E-Learning Environments




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Blended E-Learning in Higher Education: Research on Students’ Perspective




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Technology Mediated Learning: Observations in Two Technologies




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E-Learning Diurnal Time Patterns in the Navy




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Developing an Interactive Social Media Based Learning Environment




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Reinforcing and Enhancing Understanding of Students in Learning Computer Architecture




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Building Computer Games as Effective Learning Tools for Digital Natives – and Similars




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Reflections on a Trial Implementation of an E-Learning Solution in a Libyan University




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Improving Teaching and Learning in an Information Systems Subject: A Work in Progress




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Team Syntegrity in a Triple Loop Learning Model for Course Development




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Student Attitudes Towards E-Learning: The First Year Accounting Experience




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The Potential of E-Learning in Assisting Post-Crisis Countries in Re-Building Their Higher Education Systems: The Case of Libya




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Distributed Collaborative Learning in Online LIS Education: A Curricular Analysis




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Evaluation of a Team Project Based Learning Module for Developing Employability Skills




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Measuring up to ICT Teaching and Learning Standards




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The Impact of Peer Assessment and Feedback Strategy in Learning Computer Programming in Higher Education




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Towards a Method for Mobile Learning Design




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Defining and Classifying Learning Outcomes: A Case Study




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Gamification in a Social Learning Environment




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Learning Community or Community of Practice: Preliminary Findings of a Transfer of Learning Study




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InkBlog: A Pen-Based Blog Tool for e-Learning Environments




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Analysis of Student Attitudes towards E-learning: The Case of Engineering Students in Libya




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Learning and Assessment Practices of Doctoral Studies of Developing and Developed Countries: A Case Study of Doctoral Studies in Bangladesh




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IT Teachers’ Experience of Teaching–Learning Strategies to Promote Critical Thinking

Information Technology (IT) high school learners are constantly struggling to cope with the challenges of succeeding in the subject. IT teachers, therefore, need to be empowered to utilize appropriate teaching–learning strategies to improve IT learners’ success in the subject. By promoting critical thinking skills, IT learners have the opportunity to achieve greater success in the most difficult part of the curriculum, which is programming. Participating IT teachers received once-off face-to-face professional development where some teachers received professional development in critical thinking strategies while other IT teachers received professional development in critical thinking strategies infused into pair programming. To determine how teachers experience these suggested strategies, teachers participated in initial interviews as well as follow-up interviews after they had implemented the suggested strategies. From the interviews, it became evident that teachers felt that their learners benefited from the strategies. Teachers in the pair programming infusing critical thinking strategies focused more on the pair programming implementation than on the totality of pair programming infused with critical thinking. Although teachers were initially willing to change their ways, they were not always willing to implement new teaching–learning strategies.




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The Use of Computer Simulation to Compare Student performance in Traditional versus Distance Learning Environments

Simulations have been shown to be an effective tool in traditional learning environments; however, as distance learning grows in popularity, the need to examine simulation effectiveness in this environment has become paramount. A casual-comparative design was chosen for this study to determine whether students using a computer-based instructional simulation in hybrid and fully online environments learned better than traditional classroom learners. The study spans a period of 6 years beginning fall 2008 through spring 2014. The population studied was 281 undergraduate business students self-enrolled in a 200-level microcomputer application course. The overall results support previous studies in that computer simulations are most effective when used as a supplement to face-to-face lectures and in hybrid environments.




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Usability and Pedagogical Assessment of an Algorithm Learning Tool: A Case Study for an Introductory Programming Course for High School

An algorithm learning tool was developed for an introductory computer science class in a specialized science and technology high school in Japan. The tool presents lessons and simple visualizations that aim to facilitate teaching and learning of fundamental algorithms. Written tests and an evaluation questionnaire were designed and implemented along with the learning tool among the participants. The tool’s effect on the learning performance of the students was examined. The differences of the two types of visualizations offered by the tool, one with more input and control options and the other with fewer options, were analyzed. Based on the evaluation questionnaire, the scales with which the tool can be assessed according to its usability and pedagogical effectiveness were identified. After using the algorithm learning tool there was an increase in the posttest scores of the students, and those who used the visualization with more input and control options had higher scores compared to those who used the one with limited options. The learning objectives used to evaluate the tool correlated with the test performance of the students. Properties comprised of learning objectives, algorithm visualization characteristics, and interface assessment are proposed to be incorporated in evaluating an algorithm learning tool for novice learners.




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Digital Learning Literacies – A Validation Study

This paper presents a validation research of seven Digital Learning Domains (DLDs) and sixty-five performance statements (PSs) as perceived by students with experience in learning via ICT. The preliminary findings suggest a statistical firmness of the inventory. The seven DLDs identified are Social Responsibility, Team-based Learning, Information Research and Retrieval, Information Management, Information Validation, Processing and Presentation of Information, and Digital Integrity. The 65 PSs will enable a teacher to identify the level of competency the learner has in each DLD, thus identifying students’ strengths and weaknesses that must be addressed in order to facilitate learning in the current era. As can be concluded from the findings, most of the participants evaluate themselves as digitally literate with regard to the basic information research and retrieval skills, validation and information management. But when it comes to PSs that require complex decision making or higher order thinking strategies, it seems that a large number of participants lack these skills. Also, social responsibility and digital integrity domains are perceived as known by the participants but not very well taken in terms of pro-active action to enforce appropriate digital behavior, or avoiding illegally obtained music or movies.




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Using Office Simulation Software in Teaching Computer Literacy Using Three Sets of Teaching/Learning Activities

The most common course delivery model is based on teacher (knowledge provider) - student (knowledge receiver) relationship. The most visible symptom of this situation is over-reliance on textbook’s tutorials. This traditional model of delivery reduces teacher flexibility, causes lack of interest among students, and often makes classes boring. Especially this is visible when teaching Computer Literacy courses. Instead, authors of this paper suggest a new active model which is based on MS Office simulation. The proposed model was discussed within the framework of three activities: guided software simulation, instructor-led activities, and self-directed learning activities. The model proposed in the paper of active teaching based on software simulation was proven as more effective than traditional.




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Win-Win-Win: Reflections from a Work-Integrated Learning Project in a Non-Profit Organization

This paper reports on the educational aspects of an information systems work-integrated learning (WIL) capstone project for an organization which operates to alleviate homelessness in the Australian non-profit sector. The methodology adopted for the study is Action Design Research (ADR) which draws on action research and design research as a means for framing a project's progress. Reflective insights by the project stakeholders, namely, students, academics, and the non-profit client, reveal a curriculum at work through internal features of the organization; personal features of the participants and features of the external environment. Preliminary findings suggest that students in a WIL project for a non-profit are highly engaged, especially when they become aware of the project’s social value. As well, the improvement of professional skills and emotional intelligence by students is more likely in real-life practice settings than in other less authentic WIL activities, equipping graduates for the workforce with both strong disciplinary and generic skills. Win-win-win synergies through project collaboration represent worthwhile outcomes to education, industry and research.




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The Flipped Classroom: Two Learning Modes that Foster Two Learning Outcomes

The study involved student teachers enrolled in early childhood teaching at a teacher training institute in Hong Kong Special Administrative Region. Seventy-four students participated in flipped classroom activities during their first semester of study. Students were told to learn from online videos related to using image editing software in their own time and pace prior to the next class. When they met in class, they were asked to apply their recently acquired editing knowledge to edit an image of their own choice related to the theme of their group project. At the end of the activity, students were asked to complete an online questionnaire. It was found that students had rated all five questions relating to generic skills highly, with self-study skills rated the highest. They particularly enjoyed the flexibility of learning on their own time and pace as a benefit of the flipped classroom. Data collected from students’ project pages show they had used average of 3.22 editing features for the theme images for their project. Most groups had inserted text followed by using the filter function. It is possible that these two functions are more noticeable than other editing functions. In conclusion, students were able to apply their self-learnt knowledge in a real-life situation and they had also developed their generic skills via the flipped classroom pedagogy.




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Assessing the Affordances of SimReal+ and their Applicability to Support the Learning of Mathematics in Teacher Education

Aim/Purpose: Assess the affordances and constraints of SimReal+ in teacher education Background There is a huge interest in visualizations in mathematics education, but there is little empirical support for their use in educational settings Methodology: Single case study with 22 participants from one class in teacher education. Quantitative and qualitative methods to collect students’ responses to a survey questionnaire and open-ended questions Contribution: The paper contributes to the understanding of affordances and constraints of visualization tools in mathematics education Findings: The visualization tool SimReal+ has potential for learning mathematics in teacher education, but the user interface should be improved to make it more usable for different users. Teachers need to consider technological and pedagogical affordances of SimReal+ at the student, classroom, and mathematics subject level Recommendations for Practitioners: Address technological and pedagogical affordances of SimReal+ Recommendation for Researchers: Improve the design of SimReal+ to make it technologically and pedagogically more usable Impact on Society: Understand the affordances and constraints of visualization tools in education Future Research: Implement a next cycle of experimentation with SimReal+ in teacher education to ensure more validity and reliability