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- research-articleAugust 2024JUST ACCEPTED
CalMe: A Tangible Environment To Enhance Pupils Group Work Regulation
ACM Transactions on Computer-Human Interaction (TOCHI), Just Accepted https://doi.org/10.1145/3685273A large number of studies highlight the importance of regulation in collaborative learning. Nevertheless, only some studies describe how to get or support pupils to learn to regulate group work in school. In this context, we aim to understand if a ...
- ArticleJune 2024
Blended Learning Based on H5P Interactive Exercises: Insights from a Case Study
AbstractThe user experience (UX) in educational settings is crucial, extending beyond academic performance to encompass students’ perceptions and responses to teaching methods. Blended learning (BL), integrating online and face-to-face components, ...
- research-articleFebruary 2024
The impacts of instructor’s visual attention and lecture type on students' learning performance and perceptions
Education and Information Technologies (KLU-EAIT), Volume 29, Issue 13Pages 16469–16497https://doi.org/10.1007/s10639-024-12512-6AbstractInstructors’ attention to students is vital for teaching. However, instructors’ level of attention to students, which has the potential to influence students’ learning across different lecture types, has yet to be fully explored. The aim of this ...
- ArticleOctober 2023
Bridging the Gap: Knowledge Spaces and Storylines in Serious Games
AbstractIn this paper, we propose a novel method for simplifying the design of adaptive educational games by integrating Knowledge Space Theory (KST) with real- and/or build-time knowledge space alterations based on a story model and player progress. Our ...
- research-articleOctober 2023
Adapting ICT Entrepreneurship and Innovation Education to a Changing World: A Case Study of Australian Universities
SIGITE '23: Proceedings of the 24th Annual Conference on Information Technology EducationPages 1–7https://doi.org/10.1145/3585059.3611403Entrepreneurship and innovation education (EIE) has gained significant importance in ICT education, driven by the necessity to equip students with the skills to navigate a rapidly evolving technological landscape and a dynamic job market. However, the ...
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- research-articleSeptember 2023
The impact of educational chatbot on student learning experience
Education and Information Technologies (KLU-EAIT), Volume 29, Issue 8Pages 10153–10176https://doi.org/10.1007/s10639-023-12166-wAbstractArtificial Intelligence (AI) technologies have increasingly become vital in our everyday lives. Education is one of the most visible domains in which these technologies are being used. Conversational Agents (CAs) are among the most prominent AI ...
- research-articleMay 2023
Designing a mobile learning application model by integrating augmented reality and game elements to improve student learning experience
- Ratna Zuarni Ramli,
- Noraidah Sahari Ashaari,
- Siti Fadzilah Mat Noor,
- Mahanem Mat Noor,
- Elaheh Yadegaridehkordi,
- Nazatul Aini Abd Majid,
- Hadi Affendy Dahlan,
- Amelia Natasya Abdul Wahab
Education and Information Technologies (KLU-EAIT), Volume 29, Issue 2Pages 1981–2008https://doi.org/10.1007/s10639-023-11874-7AbstractLearning Science, Technology, Engineering, and Mathematics (STEM) subjects in an online medium can be difficult and tedious. Lengthy facts with technical terms, complex images, and explanations are among the reasons that make STEM subjects less ...
- research-articleMay 2023
The influence factors of students' transferable skills development in Blended-Project-Based Learning environment: a new 3P model
Education and Information Technologies (KLU-EAIT), Volume 28, Issue 12Pages 16561–16591https://doi.org/10.1007/s10639-023-11892-5AbstractBased on the existing 3P model, this paper constructed a new 3P model under the blended-project-based learning (BPBL) environment, used the course teaching data to verify this model, and revealed the potential factors that affect the learning ...
- research-articleApril 2023
Using attention-based neural networks for predicting student learning outcomes in service-learning
Education and Information Technologies (KLU-EAIT), Volume 28, Issue 10Pages 13763–13789https://doi.org/10.1007/s10639-023-11592-0AbstractAs a high-impact educational practice, service-learning has demonstrated success in positively influencing students’ overall development, and much work has been done on investigating student learning outcomes from service-learning. A particular ...
- research-articleMarch 2023
I know my teammates: the role of Group Member Familiarity in Computer-Supported and face-to-face collaborative learning
Education and Information Technologies (KLU-EAIT), Volume 28, Issue 10Pages 12615–12631https://doi.org/10.1007/s10639-023-11704-wAbstractConsidering the importance of group member familiarity in collaborative learning in classroom learning environments, this study examined the impact of group member familiarity on CSCL (computer-supported collaborative learning) in a networked ...
- research-articleJanuary 2023
The impact of media diversity and cognitive style on learning experience in programming video lecture: A brainwave analysis
Education and Information Technologies (KLU-EAIT), Volume 28, Issue 8Pages 10617–10637https://doi.org/10.1007/s10639-023-11608-9AbstractThe use of video lectures has become a core feature of digital learning, but how the media diversity carried in videos affects learning experience has been rarely studied. Adopting a two-factor experimental design, this study used cognitive style ...
- research-articleJanuary 2023
Unpacking engineering students’ challenges and strategies in a fully online learning space: The mediating role of teachers
Education and Information Technologies (KLU-EAIT), Volume 28, Issue 8Pages 9803–9825https://doi.org/10.1007/s10639-023-11598-8AbstractIt has long been recognized that students’ experience within an online learning space is mediated by many factors, one of which is teachers’ behavior and practices. To better understand the online learning challenges students confront during the ...
- research-articleDecember 2022
Do adults and children learn differently from video lectures with an instructor’s deictic gestures?
Education and Information Technologies (KLU-EAIT), Volume 28, Issue 7Pages 8377–8400https://doi.org/10.1007/s10639-022-11523-5AbstractEvidence regarding the benefits of an instructor’s deictic gestures in video lectures on adults’ learning may not necessarily be reflective of their effect on children’s learning. Furthermore, there is a lack evidence regarding how deictic ...
- research-articleNovember 2022
Analysing cross-cutting competencies learning in an online entrepreneurship context
Education and Information Technologies (KLU-EAIT), Volume 28, Issue 5Pages 5551–5565https://doi.org/10.1007/s10639-022-11359-zAbstractResearch in teaching innovation encourages leveraging the evolution of digital technologies from using the device to learning with the device, which means a change from using information and communicational technologies to learning and knowledge ...
- research-articleFebruary 2024
Driven by Extrinsic and Intrinsic Factors: Understanding Students’ Acceptance of Augmented Reality Learning Applications
Chinese CHI '22: Proceedings of the Tenth International Symposium of Chinese CHIPages 72–82https://doi.org/10.1145/3565698.3565771Recently, the Augmented Reality (AR) market is growing rapidly, and it has been used in mobile learning environments. This study emphasized the learning experience in AR environments, trying to explain the behavioral intention of users from both ...
- research-articleJune 2022
The effect of using a game-based translation learning app on enhancing college EFL learners’ motivation and learning experience
Education and Information Technologies (KLU-EAIT), Volume 28, Issue 1Pages 255–282https://doi.org/10.1007/s10639-022-11174-6AbstractThis study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, ...
- ArticleJune 2022
Research on Mixed Teaching Scheme of Human Resource Management Tool Courses Based on Learning Experience
Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and CulturePages 337–347https://doi.org/10.1007/978-3-031-05900-1_23AbstractDue to the influence of COVID-19, mixed teaching has been widely carried out in various universities in China. Mixed teaching has the characteristics of convenience, exploration, interaction and individuation, which can enhance the learning effect ...
- ArticleJune 2022
Research on Students’ Learning Experience After Embedding Data Thinking into Curriculum: Take the Course “Staff Career Development” as an Example
Design, User Experience, and Usability: Design for Emotion, Well-being and Health, Learning, and CulturePages 311–321https://doi.org/10.1007/978-3-031-05900-1_21AbstractThe rapid development of Big Data provides opportunities and challenges for Higher Education. How to cultivate students’ Data Analysis ability, adapt to the needs of multiple scenarios of different enterprises and cultivate integrated ...
- research-articleJune 2022
ESMeRA: a computational model to support Experience Sampling Method (ESM) real-time application
SBSI '22: Proceedings of the XVIII Brazilian Symposium on Information SystemsArticle No.: 33, Pages 1–8https://doi.org/10.1145/3535511.3535544Context: Technological transformations drive the growth of online classrooms and present both opportunities and challenges for understanding students’ experiences in the learning process. The Experience Sampling Method (ESM) allows capturing these ...
- research-articleFebruary 2022
The role of personal dexterity and incentive gamification to enhance employee learning experience and performance
Cognition, Technology and Work (CTWK), Volume 24, Issue 1Pages 7–19https://doi.org/10.1007/s10111-021-00664-1AbstractThis paper aims to develop a concept of incentive gamification for organizations in the digital era. Incentive gamification is an incentive-based policy using the game pattern. This policy aims to improve performance of employee who works in the ...