Research and Practice in Technology Enhanced Learning

https://link.springer.com/journal/41039

List of Papers (Total 91)

Comparison between behavioral and structural explanation in learning by model-building

In science education, building models of dynamical systems is a promising method for understanding various natural phenomena and artifacts with scientific concepts. It is, however, difficult to learn skills and concepts necessary for modeling. Though several model-building learning environments (MBEs) have been developed with potentially useful methods for assisting students, the...

Managing lifelong learning records through blockchain

It is a common practice to issue a summary of a learner’s learning achievements in form of a transcript or certificate. However, detailed information on the depth of learning and how learning or teachings were conducted is not present in the transcript of scores. This work presents the first practical implementation of a new platform for keeping track of learning achievements...

Application focused on structural comprehension of mathematics contextual problems for kindergarten students

There has been a lack of research into conceptually teaching the structure of contextual problems to kindergarten students. This is despite the popularity of contextual problems and the difficulties that students have with them. This study focuses on creating a textless, image-based application that uses the Triplet Structure Model to teach about the structure of contextual...

Appropriation of affordances of multiliteracies for Chinese literacy teaching in Canada

Innovative literacy teaching and learning approaches have proved that multiliteracies enables teachers to work with culturally and linguistically diverse (CLD) students. However, few studies have shed light on examining Chinese teachers’ understanding and practices of multiliteracies in Canada. To respond to this challenge, this qualitative case study aims to understand how...

Digital technology and practices for school improvement: innovative digital school model

The aim of this study was to create a model which describes the main elements for improving schools with digital technology and helps to reveal differences between schools and identify their best practices and challenges. The innovative digital school model (IDI school) offers a framework for research but also a research-based model for schools to examine their own practices with...

Maintaining reading experience continuity across e-book revisions

E-book reader supports users to create digital learning footprints in many forms like highlighting sentences or taking memos. Nowadays, it also allows an instructor to update their e-books in the e-book reader. However, e-book users often face problems when trying to find learning footprints they made in a new version e-book. Thus, users’ reading experience continuity across e...

Investigating the effects of learning activities in a mobile Python tutor for targeting multiple coding skills

Mobile devices are increasingly being utilized for learning due to their unique features including portability for providing ubiquitous experiences. In this paper, we present PyKinetic, a mobile tutor we developed for Python programming, aimed to serve as a supplement to traditional courses. The overarching goal of our work is to design coding activities that maximize learning...

Development of a support system for measurement and analysis of thinking processes based on a metacognitive interpretation framework: a case study of dissolution of belief conflict thinking processes

The ability for metacognitive thought, or “thinking about thinking,” is recognized as an increasingly important skill for the future enrichment of social life. However, this skill is difficult to teach because it involves implicit cognitive activities that cannot be perceived by an outside observer. In this study, we propose an interpretation framework of metacognition as one...

Measuring Behaviors and Identifying Indicators of Self-Regulation in Computer-Assisted Language Learning Courses

The aim of this research is to measure self-regulated behavior and identify significant behavioral indicators in computer-assisted language learning courses. The behavioral measures were based on log data from 2454 freshman university students from Art and Science departments for 1 year. These measures reflected the degree of self-regulation, including anti-procrastination...

Automatic distractor generation for multiple-choice English vocabulary questions

The use of automated systems in second-language learning could substantially reduce the workload of human teachers and test creators. This study proposes a novel method for automatically generating distractors for multiple-choice English vocabulary questions. The proposed method introduces new sources for collecting distractor candidates and utilises semantic similarity and...

Computer-Supported Meta-reflective Learning Model via mathematical word problem learning for training metacognition

To become a self-regulated learner, one needs to have a skill required to induce himself to comprehend their own cognition. In this paper, we provided a definition of Seed skill to become a self-regulated learner (S2SRL) as a basis terminology for developing our proposed framework, CREMA—Computer-Supported Meta-Reflective Learning Model via MWP in order to design an environment...

Effects of psychological ownership on teachers’ beliefs about a cloud-based virtual learning environment

Perceived usefulness and perceived ease of use constitute important belief factors when technology adoption decisions are made within a non-mandatory setting. This paper investigated the role played by psychological ownership in shaping teachers’ beliefs about using a cloud-based virtual learning environment (VLE). Psychological ownership is increasingly becoming a relevant...

Pair interactions in online assessments of collaborative problem solving: case-based portraits

This exploratory case study focuses on how pairs of students can build a shared understanding and acquire collaborative problem-solving (CPS) practices during an online assessment of CPS skills, which is seen in the context of the CPS construct, in a symmetrical and asymmetrical task type. Even though CPS is widely recognised as a core twenty-first-century competency, its nature...

Flipping the flipped: the co-creational classroom

The flip teaching model is being increasingly adopted by higher education institutions as an active learning alternative to traditional lecturing. However, the flip model shares a number of critical premises with the classical didactics. The further flips of the flip are thus advocated and the fear of returning the method to its initial state, prior to the flip, via such flips of...

Learning culturally situated dialogue strategies to support language learners

Successful language learning requires an understanding of the target culture in order to make valuable usage of the learned language. To understand a foreign culture, language students need the knowledge of its related products, as well as the skill of comparing them to those of their own culture. One way for students to understand foreign products is by making Culturally...

Students’ perception of Kahoot!’s influence on teaching and learning

Technology is being increasingly integrated into teaching environments in view of enhancing students’ engagement and motivation. In particular, game-based student response systems have been found to foster students’ engagement, enhance classroom dynamics and improve overall students’ learning experience. This article presents outcomes of research that examined students...

Text analytics approach to extract course improvement suggestions from students’ feedback

In academic institutions, it is normal practice that at the end of each term, students are required to complete a questionnaire that is designed to gather students’ perceptions of the instructor and their learning experience in the course. Students’ feedback includes numerical answers to Likert scale questions and textual comments to open-ended questions. Within the textual...

Big data management skills: accurate measurement

Some say that big data is transforming business and society. This can mean wide-reaching disruption for commerce, health and world governance. Few authors agree on what constitutes big data, depending on the philosophical stance taken. Our propensity for keeping data archived is posing major issues globally, with retrieval and application of such data crossing ethical boundaries...

Designing citizen science tools for learning: lessons learnt from the iterative development of nQuire

This paper reports on a 4-year research and development case study about the design of citizen science tools for inquiry learning. It details the process of iterative pedagogy-led design and evaluation of the nQuire toolkit, a set of web-based and mobile tools scaffolding the creation of online citizen science investigations. The design involved an expert review of inquiry...

Using design-based research to develop a Mobile Learning Framework for Assessment Feedback

Students’ lack of engagement with their assessment feedback and the lack of dialogue and communication for feedback are some of the issues that affect educational institutions. Despite the affordance that mobile technologies could bring in terms of assessment feedback, research in this area is scarce. The main obstacle for research on mobile learning assessment feedback is the...

Bourdieu and programming classes for the disadvantaged: a review of current practice as reported online—implications for non-formal coding classes in Bali

The software development sector is rapidly expanding. It generates vast revenues whether categorised under ICT or creative industries. It has a capacity to support national economic growth and is supportive of economic development. Despite such opportunity, the poor and disadvantaged are often excluded from access to and participation in this sector. In light of this context, our...

The potential of Second Life for university counseling: a comparative approach examining media features and counseling problems

This study explored the potential of Second Life (SL), a popular multi-user virtual online environment, for university counseling. University students (n = 312) were asked to evaluate three counseling channels (i.e., traditional face-to-face, internet, and SL) based on a range of media features deemed relevant and important to counseling and to assess their relative preferability...