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1 – 10 of over 87000
Article
Publication date: 1 March 2001

Sally Sambrook

This article reports on a research study conducted in the UK, exploring learners’ perceptions of the quality of computer based learning materials. With an increasing emphasis on…

1889

Abstract

This article reports on a research study conducted in the UK, exploring learners’ perceptions of the quality of computer based learning materials. With an increasing emphasis on individual and collective learning to enhance competitive advantage, it is important for managers and HRD practitioners to be able to judge the quality of ICT based learning resources to assure effective learning. Yet, this is often a difficult task and a potential barrier to the use of computer based learning. In addition, learners’ perceptions may affect the quality of learning outcomes. The article presents a learner evaluation tool, a feature of which is the use of qualitative methods to elicit learners’ experiences. Research findings suggest that the factors influencing learning could be both positive and negative, highlighting the complexity and subjectivity of such evaluation. This is an important step towards recognition of how learning might be hindered or helped within the ICT context.

Details

Journal of European Industrial Training, vol. 25 no. 2/3/4
Type: Research Article
ISSN: 0309-0590

Keywords

Article
Publication date: 1 September 1999

Cathie Jackson

Computerbased video facilitates the creation of ‘movies’ recording actions on a computer screen complete with a voice‐over by the tutor. This paper describes the application of…

Abstract

Computerbased video facilitates the creation of ‘movies’ recording actions on a computer screen complete with a voice‐over by the tutor. This paper describes the application of computerbased video technology for point of need instruction on database searching. The Lotus ScreenCam software was used, being both inexpensive and readily available as part of the Lotus SmartSuite bundle. Initially, eight short movie clips were created, covering the techniques for searching PsycLIT on CD‐ROM and the ISI citation indexes via the BIDS gateway. The movie clips were made available on library PCs where students search these databases. The paper first examines educational theory to identify the role of computerbased video within the educational framework. The movies created at Cardiff University are then described and the issues in design and implementation discussed. Finally, the effectiveness of this method of database searching instruction is explored and compared with more traditional point‐of‐need instruction techniques such as the handout, computerbased tutorials and staff assistance.

Details

Aslib Proceedings, vol. 51 no. 7
Type: Research Article
ISSN: 0001-253X

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Article
Publication date: 1 June 1985

The librarian and researcher have to be able to uncover specific articles in their areas of interest. This Bibliography is designed to help. Volume IV, like Volume III, contains…

12676

Abstract

The librarian and researcher have to be able to uncover specific articles in their areas of interest. This Bibliography is designed to help. Volume IV, like Volume III, contains features to help the reader to retrieve relevant literature from MCB University Press' considerable output. Each entry within has been indexed according to author(s) and the Fifth Edition of the SCIMP/SCAMP Thesaurus. The latter thus provides a full subject index to facilitate rapid retrieval. Each article or book is assigned its own unique number and this is used in both the subject and author index. This Volume indexes 29 journals indicating the depth, coverage and expansion of MCB's portfolio.

Details

Management Decision, vol. 23 no. 6
Type: Research Article
ISSN: 0025-1747

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Article
Publication date: 22 August 2007

Ned Kock

The purpose of this research is to discuss a variety of empirical findings suggesting that surprise is positively related with enhanced memory recall. This opens the door for the…

241

Abstract

Purpose

The purpose of this research is to discuss a variety of empirical findings suggesting that surprise is positively related with enhanced memory recall. This opens the door for the assumption that surprising stimuli can be used in a controlled way to enhance learning.

Design/methodology/approach

A predictive model based on a Darwinian interpretation of this phenomenon is proposed. The model is coined CLEBS, which stands for “computerbased learning enhanced by surprise”.

Findings

A discussion on how the model can be tested is provided in the context of a finance‐oriented Web‐based learning task, where subjects learn about investment instruments such as stocks and bonds.

Originality/value

Important implications are discussed, including possible applications in a variety of areas of interest to organizations in general.

Details

Journal of Systems and Information Technology, vol. 9 no. 1
Type: Research Article
ISSN: 1328-7265

Keywords

Book part
Publication date: 22 November 2012

Wei Lian Tan

E-learning has the potential to engage learners in ways that is not possible in a conventional classroom environment. Nevertheless, for this unique capability of e-learning to be…

Abstract

E-learning has the potential to engage learners in ways that is not possible in a conventional classroom environment. Nevertheless, for this unique capability of e-learning to be optimised, a good understanding of learners’ need as to what motivate them to be engaged in activities is paramount. This chapter suggests strategies for engaging learners in e-learning based on past empirical studies on computer games characteristics and an exploratory study on values influencing learners’ decisions to engage in activities. The exploratory study in this chapter adopted qualitative research methods of Kelly Repertory grid and laddering interview based on the means-end chain (MEC) theory. Based on the exploratory study, value dimension was added to the existing literature. The value dimension of excitement, warm relationship with others and sense of accomplishment were revealed as important to learners in their decision whether to engage in activities. Strategies for e-learning instructions that promote the revealed values were suggested with the aim of integrating the value dimension with the existing literature as well as proven teaching approaches.

Details

Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
Type: Book
ISBN: 978-1-78190-241-7

Article
Publication date: 6 November 2017

Young-Jin Lee

The purpose of this paper is to develop a quantitative model of problem solving performance of students in the computer-based mathematics learning environment.

1047

Abstract

Purpose

The purpose of this paper is to develop a quantitative model of problem solving performance of students in the computer-based mathematics learning environment.

Design/methodology/approach

Regularized logistic regression was used to create a quantitative model of problem solving performance of students that predicts whether students can solve a mathematics problem correctly based on how well they solved other problems in the past. The usefulness of the model was evaluated by comparing the predicted probability of correct problem solving to the actual problem solving performance on the data set that was not used in the model building process.

Findings

The regularized logistic regression model showed a better predictive power than the standard Bayesian Knowledge Tracing model, the most frequently used quantitative model of student learning in the Educational Data Mining research.

Originality/value

Providing instructional scaffolding is critical in order to facilitate student learning. However, most computer-based learning environments use heuristics or rely on the discretion of students when they determine whether instructional scaffolding needs be provided. The predictive model of problem solving performance of students can be used as a quantitative guideline that can help make a better decision on when to provide instructional supports and guidance in the computer-based learning environment, which can potentially maximize the learning outcome of students.

Details

The International Journal of Information and Learning Technology, vol. 34 no. 5
Type: Research Article
ISSN: 2056-4880

Keywords

Book part
Publication date: 1 January 2014

Alexander W. Wiseman and Emily Anderson

Much of the literature on innovation and entrepreneurship in education focuses on how external ideas, processes, and techniques can be applied to education systems, schools, and…

Abstract

Much of the literature on innovation and entrepreneurship in education focuses on how external ideas, processes, and techniques can be applied to education systems, schools, and classrooms to improve educational performance. Little research, however, addresses the ways that internal ideas, processes, and techniques within educational systems, schools, and classrooms impart innovation and entrepreneurial skills to youth worldwide. This chapter identifies ways that these skills can be developed in youth through mass education systems. Particular attention is given to the ways that youth are prepared to participate in the knowledge economy by becoming information innovators and knowledge entrepreneurs.

Article
Publication date: 29 February 2004

Bernard Mark Garrett

This paper explores a different approach to evaluating the merits of specific technical components of computer based learning applications. A traditional double blind experimental…

215

Abstract

This paper explores a different approach to evaluating the merits of specific technical components of computer based learning applications. A traditional double blind experimental study was implemented in a new context. A computer based Clinical Decision Simulator (CDS) system was designed and implemented incorporating an intelligent agent. This was compared to an otherwise identical system with no agent, and a group of students not using CBL systems. The results suggested that although no improvement in measurable learning outcomes could be conclusively demonstrated there was some evidence that those students using the intelligent agent system demonstrated more positive learning experiences and a deeper conceptualisation of the issues. This would suggest that a comparative multimethod experimental evaluation strategy, although complex (and not without its shortcomings) may help provide a more comprehensive analysis of students learning experience, and provide a useful picture of the student’s perceptions of CBL tools. This novel approach may be of particular relevance where the justification of a specific technological aspect of an e‐learning application is required. The value of developing and using an experimental strategy to evaluate a specific technological aspect of a computer based learning (CBL) application is discussed.

Details

Interactive Technology and Smart Education, vol. 1 no. 1
Type: Research Article
ISSN: 1741-5659

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Article
Publication date: 1 August 2006

Christian Voigt and Paula M.C. Swatman

This article presents the first stage of a design‐based research project to introduce case‐based learning using existing interactive technologies in a major Australian university…

Abstract

This article presents the first stage of a design‐based research project to introduce case‐based learning using existing interactive technologies in a major Australian university. The paper initially outlines the relationship between casebased learning, student interaction and the study of interactions ‐ and includes a review of research into technologies supporting varying types of interaction. We then introduce design‐based research (DBR) as a way of improving student interaction within an undergraduate e‐business course while simultaneously adding practical and theoretical insights to the literature in the field. Applying DBR, we present the learning environment used and analyse the interactions observed. The paper concludes with a summary of our findings concerning instructional means to make online interactions more meaningful and a discussion of future research activities within the project using design‐based research.

Details

Interactive Technology and Smart Education, vol. 3 no. 3
Type: Research Article
ISSN: 1741-5659

Keywords

Article
Publication date: 15 February 2024

Xuanyan Zhong and Zehui Zhan

The purpose of this study is to develop an intelligent tutoring system (ITS) for programming learning based on information tutoring feedback (ITF) to provide real-time guidance…

100

Abstract

Purpose

The purpose of this study is to develop an intelligent tutoring system (ITS) for programming learning based on information tutoring feedback (ITF) to provide real-time guidance and feedback to self-directed learners during programming problem-solving and to improve learners’ computational thinking.

Design/methodology/approach

By analyzing the mechanism of action of ITF on the development of computational thinking, an ITF strategy and corresponding ITS acting on the whole process of programming problem-solving were developed to realize the evaluation of programming problem-solving ideas based on program logic. On the one hand, a lexical and syntactic analysis of the programming problem solutions input by the learners is performed and presented with a tree-like structure. On the other hand, by comparing multiple algorithms, it is implemented to compare the programming problem solutions entered by the learners with the answers and analyze the gaps to give them back to the learners to promote the improvement of their computational thinking.

Findings

This study clarifies the mechanism of the role of ITF-based ITS in the computational thinking development process. Results indicated that the ITS designed in this study is effective in promoting students’ computational thinking, especially for low-level learners. It also helped to improve students’ learning motivation, and reducing cognitive load, while there’s no significant difference among learners of different levels.

Originality/value

This study developed an ITS based on ITF to address the problem of learners’ difficulty in obtaining real-time guidance in the current programming problem-solving-based computational thinking development, providing a good aid for college students’ independent programming learning.

Details

Interactive Technology and Smart Education, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1741-5659

Keywords

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