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Viability of the "Technology Acceptance Model" in Multimedia Learning Environments: A Comparative Study




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Building a Framework to Support Project-Based Collaborative Learning Experiences in an Asynchronous Learning Network




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Towards A Comprehensive Learning Object Metadata: Incorporation of Context to Stipulate Meaningful Learning and Enhance Learning Object Reusability




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Initial Development of a Learners’ Ratified Acceptance of Multibiometrics Intentions Model (RAMIM)




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Experiences and Opinions of E-learners: What Works, What are the Challenges, and What Competencies Ensure Successful Online Learning




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Using a Collaborative Database to Enhance Students’ Knowledge Construction




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Student Performance and Perceptions in a Web-Based Competitive Computer Simulation




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The Construction of Failure and Success Concepts in K-12 ICT Integration




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Challenges of Integrating Technologies for Learning: Introduction to the IJELLO Special Series of Chais Conference 2010 Best Papers




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Encouraging SME eCollaboration – The Role of the Champion Facilitator




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Examining the Effectiveness of Web-Based Learning Tools in Middle and Secondary School Science Classrooms




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Aptness between Teaching Roles and Teaching Strategies in ICT-Integrated Science Lessons




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If We Build It, Will They Come? Adoption of Online Video-Based Distance Learning




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Implementing On-Line Learning and Performance Support Using an EPSS




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Learning and Teaching in the Technological Era: Introduction to the IJELLO Special Series of Chais Conference 2011 Best Papers




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Exploring the Influence of Context on Attitudes toward Web-Based Learning Tools (WBLTs) and Learning Performance




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Factors that Influence Student E-learning Participation in a UK Higher Education Institution




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How Do Students View Asynchronous Online Discussions As A Learning Experience?




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Lifelong Learning at the Technion: Graduate Students’ Perceptions of and Experiences in Distance Learning




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Introduction to the IJELLO Special Series of Chais Conference 2012 Best Papers




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Has Distance Learning Become More Flexible? Reflections of a Distance Learning Student




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The Resonance Factor: Probing the Impact of Video on Student Retention in Distance Learning




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Media Type Influences Preschooler’s Literacy Development: E-book versus Printed Book Reading




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Does Use of ICT-Based Teaching Encourage Innovative Interactions in the Classroom? Presentation of the CLI-O: Class Learning Interactions – Observation Tool




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The Use of Digital Repositories for Enhancing Teacher Pedagogical Performance




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Introduction to the IJELLO Special Series of Chais Conference 2013 Best Papers




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Faculty Usage of Social Media and Mobile Devices: Analysis of Advantages and Concerns




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Factors Influencing Students’ Likelihood to Purchase Electronic Textbooks




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Quantitative Aspects about the Interactions of Professors in the Learning Management System during a Final Undergraduate Project Distance Discipline




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A Chaperone: Using Twitter for Professional Guidance, Social Support and Personal Empowerment of Novice Teachers in Online Workshops




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Bridging the Gap between the Science Curriculum and Students’ Questions: Comparing Linear vs. Hypermedia Online Learning Environments




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Introduction to the IJELLO Special Series of Chais Conference 2014 Best Papers




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Analysis of the Relevance of Posts in Asynchronous Discussions




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Recurrent Online Quizzes: Ubiquitous Tools for Promoting Student Presence, Participation and Performance




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Developing a Conceptual Framework for Evaluation of E-Content of Virtual Courses: E-Learning Center of an Iranian University Case Study




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The U-Curve of E-Learning: Course Website and Online Video Use in Blended and Distance Learning




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5-7 Year Old Children's Conceptions of Behaving Artifacts and the Influence of Constructing Their Behavior on the Development of Theory of Mind (ToM) and Theory of Artificial Mind (ToAM)

Nowadays, we are surrounded by artifacts that are capable of adaptive behavior, such as electric pots, boiler timers, automatic doors, and robots. The literature concerning human beings’ conceptions of “traditional” artifacts is vast, however, little is known about our conceptions of behaving artifacts, nor of the influence of the interaction with such artifacts on cognitive development, especially among children. Since these artifacts are provided with an artificial “mind,” it is of interest to assess whether and how children develop a Theory of Artificial Mind (ToAM) which is distinct from their Theory of Mind (ToM). The study examined a new theoretical scheme named ToAM (Theory of Artificial Mind) by means of qualitative and quantitative methodology among twenty four 5-7 year old children from central Israel. It also examined the effects of interacting with behaving artifacts (constructing versus observing the robot’s behavior) using the “RoboGan” interface on children’s development of ToAM and their ToM and looked for conceptions that evolve among children while interacting with behaving artifacts which are indicative of the acquisition of ToAM. In the quantitative analysis it was found that the interaction with behaving artifacts, whether as observers or constructors and for both age groups, brought into awareness children’s ToM as well as influenced their ability to understand that robots can behave independently and based on external and environmental conditions. In the qualitative analysis it was found that participating in the intervention influenced the children’s ToAM for both constructors and for the younger observer. Engaging in building the robot’s behavior influenced the children’s ability to explain several of the robots’ behaviors, their understanding of the robot’s script-based behavior and rule-based behavior and the children’s metacognitive development. The theoretical and practical importance of the study is discussed.




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Teachers as Designers of Technology-Enhanced Outdoor Inquiry

Implementing inquiry in the outdoors introduces many challenges for teachers, some of which can be dealt with using mobile technologies. For productive use of these technologies, teachers should be provided with the opportunity to develop relevant knowledge and practices. In a professional development (PD) program in this design-based research, 24 teachers were involved in adaptation of a learning environment supporting inquiry in the outdoors that included the use of mobile technologies. They first experienced the learning environment as learners, then adapted it for their own use, and finally, enacted the adapted environment with peers. We examined the scope and character of teacher involvement in adaptation, and the consequent professional growth, by analyzing observations, questionnaires, interviews and the adapted learning-environments. Findings indicate that all teachers demonstrated change processes, including changes in knowledge and practice, but the coherence of the learning environments decreased when substantial adaptations were made. Some teachers demonstrated professional growth, as reflected by their implementation of ideas learned in the PD program in their daily practice, long after the PD program had ended. This study demonstrates how the Teachers as Designers approach can support teacher learning and illustrates productive use of scaffolds for teacher growth and professional development.




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ICT Use: Educational Technology and Library and Information Science Students' Perspectives – An Exploratory Studyew Article

This study seeks to explore what factors influence students’ ICT use and web technology competence. The objectives of this study are the following: (a) To what extent do certain elements of Rogers’ (2003) Diffusion of Innovations Theory (DOI) explain students’ ICT use, (b) To what extent do personality characteristics derived from the Big Five approach explain students’ ICT use, and (c) To what extent does motivation explain students’ ICT use. The research was conducted in Israel during the second semester of the academic year 2013-14, and included two groups of participants: a group of Educational Technology students (ET) and a group of Library and Information Science students (LIS). Findings add another dimension to the importance of Rogers’ DOI theory in the fields of Educational Technology and Library and Information Science. Further, findings confirm that personality characteristics as well as motivation affect ICT use. If instructors would like to enhance students’ ICT use, they should be aware of individual differences between students, and they should present to students the advantages and usefulness of ICT, thus increasing their motivation to use ICT, in the hopes that they will become innovators or early adopters.




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An Assessment of Competency-Based Simulations on E-Learners’ Management Skills Enhancements

There is a growing interest in the assessment of tangible skills and competence. Specifically, there is an increase in the offerings of competency-based assessments, and some academic institutions are offering college credits for individuals who can demonstrate adequate level of competency on such assessments. An increased interest has been placed on competency-based computer simulations that can assist learners to gain tangible skills. While computer simulations and competency-based projects, in general and particularly in management, have demonstrated great value, there are still limited empirical results on their benefits to e-learners. Thus, we have developed a quasi-experimental research, using a survey instrument on pre- and post-tests, to collect the set of 12 management skills from e-learners attending courses that included both competency-based computer simulations and those that didn’t. Our data included a total of 253 participants. Results show that all 12 management skills measures demonstrated very high reliability. Our results also indicate that all 12 skills of the competency-based computer simulations had higher increase than those that didn’t. Analyses on the mean increases indicated an overall statistically significant difference for six of the 12 management skills enhancements between the experimental and control groups. Our findings demonstrate that overall computer simulations and competency-based projects do provide added value in the context of e-learning when it comes to management skills.




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A Decade of Chais Conferences: Introduction to the IJELL Special Series of Chais Conference 2015 Best Papers

The seventh issue of the Interdisciplinary Journal of e-Skills and Lifelong Learning (IJELL- formerly Interdisciplinary Journal of E-Learning and Learning Objects - IJELLO) special series includes a selection of best papers presented at the 10th Chais Conference for the Study of Innovation and Learning Technologies: Learning in the Technological Era. The Chais conference 2015 was held at The Open University of Israel, Raanana, Israel, on February 10-11, 2015, and was organized by its Research Center for Innovation in Learning Technologies. This preface presents the mission and activities of the Research Center for Innovation in Learning Technologies at the Open University of Israel. It describes the objectives and themes of the Chais conference 2015, explains the special series synergies with IJELL and the Informing Science Institute, chronicles the topics that have been published in the series, and introduces the papers included in this special selection.




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Distance Learning: Effectiveness of an Interdisciplinary Course in Speech Pathology and Dentistry

Objective: Evaluate the effectiveness of distance learning courses for the purpose of interdisciplinary continuing education in Speech Pathology and Dentistry. Methods: The online course was made available on the Moodle platform. A total of 30 undergraduates participated in the study (15 from the Dentistry course and 15 from the Speech Pathology course). Their knowledge was evaluated before and after the course, in addition to the user satisfaction by means of specific questionnaires. The course was evaluated by 6 specialists on the following aspects: presentation and quality of the content, audio-visual quality, adequacy to the target public, and information made available. To compare the obtained results in the pre- and post-course questionnaires, the test Wilcoxon was carried out, with a 5% significance level. Results: the teaching/learning process, including the theoretical/practical application for the interdisciplinary training, proved to be effective as there was a statistically significant difference between the pre- and post- course evaluations (p<0.001), the users’ satisfaction degree was favorable and the specialists evaluated the material as adequate regarding the target public, the audio-visual information quality and the strategies of content availability. Conclusion: The suggested distance-learning course proved to be effective for the purpose of Speech Pathology and Dentistry interdisciplinary education.




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Analyzing the Quality of Students Interaction in a Distance Learning Object-Oriented Programming Discipline

Teaching object-oriented programming to students in an in-classroom environment demands well-thought didactic and pedagogical strategies in order to guarantee a good level of apprenticeship. To teach it on a completely distance learning environment (e-learning) imposes possibly other strategies, besides those that the e-learning model of Open University of Portugal dictates. This article analyses the behavior of the students of the 1st cycle in Computer Science while interacting with the object-oriented programming (OOP) discipline available to them on the Moodle platform. Through the evaluation of the level of interaction achieved in a group of relevant selected actions by the students, it is possible to identify their relevancy to the success of the programming learning process. Data was extracted from Moodle, numerically analyzed, and, with the use of some charts, behavior patterns of students were identified. This paper points out potential new approaches to be considered in e-learning in order to enhance programming learning results, besides confirming a high level of drop-out and a low level of interaction, thus finding no clear correlation between students’ success and the number of online actions (especially in forums), which reveals a possible failure of the main pillar on which the e-learning model relies.




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Communicating and Sharing in the Semantic Web: An Examination of Social Media Risks, Consequences, and Attitudinal Awareness

Empowered by and tethered to ubiquitous technologies, the current generation of youth yearns for opportunities to engage in self-expression and information sharing online with personal disclosure no longer governed by concepts of propriety and privacy. This raises issues about the unsafe online activities of teens and young adults. The following paper presents the findings of a study examining the social networking activities of undergraduate students and also highlights a program to increase awareness of the dangers and safe practices when using and communicating, via social media. According to the survey results, young adults practice risky social networking site (SNS) behaviors with most having experienced at least one negative consequence. Further, females were more likely than males to engage in oversharing as well as to have experienced negative consequences. Finally, results of a post-treatment survey found that a targeted program that includes flyers, posters, YouTube videos, handouts, and in-class information sessions conducted at a Mid-Atlantic Historically Black College or University (HBCU) increased student awareness of the dangers of social media as well as positively influenced students to practice more prudent online behaviors.




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Geospatial Crypto Reconnaissance: A Campus Self-Discovery Game

Campus discovery is an important feature of a university student induction process. Approaches towards campus discovery differ from course to course and can comprise guided tours that are often lengthy and uninspiring, or self-guided tours that run the risk of students failing to complete them. This paper describes a campus self-discovery induction game (Geospatial Crypto Reconnaissance) which aims to make students aware of campus resources and facilities, whilst at the same time allowing students to make friends and complete the game in an enthusing and exciting way. In this paper we describe the game construct, which comprises of a location, message, and artefact, and also the gameplay. Geospatial Crypto Reconnaissance requires students to identify a series of photographs from around the campus, to capture the GPS coordinates of the location of the photograph, to decipher a ciphered message and then to return both the GPS coordinates and the message for each photograph, proving that the student has attended the location. The game had a very high satisfaction score and we present an analysis of student feedback on the game and also provide guidance on how the game can be adopted for less technical cohorts of students.




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Analyzing the Discourse of Chais Conferences for the Study of Innovation and Learning Technologies via a Data-Driven Approach

The current rapid technological changes confront researchers of learning technologies with the challenge of evaluating them, predicting trends, and improving their adoption and diffusion. This study utilizes a data-driven discourse analysis approach, namely culturomics, to investigate changes over time in the research of learning technologies. The patterns and changes were examined on a corpus of articles published over the past decade (2006-2014) in the proceedings of Chais Conference for the Study of Innovation and Learning Technologies – the leading research conference on learning technologies in Israel. The interesting findings of the exhaustive process of analyzing all the words in the corpus were that the most commonly used terms (e.g., pupil, teacher, student) and the most commonly used phrases (e.g., face-to-face) in the field of learning technologies reflect a pedagogical rather than a technological aspect of learning technologies. The study also demonstrates two cases of change over time in prominent themes, such as “Facebook” and “the National Information and Communication Technology (ICT) program”. Methodologically, this research demonstrates the effectiveness of a data-driven approach for identifying discourse trends over time.




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Can Designing Self-Representations through Creative Computing Promote an Incremental View of Intelligence and Enhance Creativity among At-Risk Youth?

Creative computing is one of the rapidly growing educational trends around the world. Previous studies have shown that creative computing can empower disadvantaged children and youth. At-risk youth tend to hold a negative view of self and perceive their abilities as inferior compared to “normative” pupils. The Implicit Theories of Intelligence approach (ITI; Dweck, 1999, 2008) suggests a way of changing beliefs regarding one’s abilities. This paper reports findings from an experiment that explores the impact of a short intervention among at-risk youth and “normative” high-school students on (1) changing ITI from being perceived as fixed (entity view of intelligence) to more flexible (incremental view of intelligence) and (2) the quality of digital self-representations programmed though a creative computing app. The participants were 117 Israeli youth aged 14-17, half of whom were at-risk youth. The participants were randomly assigned to the experimental and control conditions. The experimental group watched a video of a lecture regarding brain plasticity that emphasized flexibility and the potential of human intelligence to be cultivated. The control group watched a neutral lecture about brain-functioning and creativity. Following the intervention, all of the participants watched screencasts of basic training for the Scratch programming app, designed artifacts that digitally represented themselves five years later and reported their ITI. The results showed more incremental ITI in the experimental group compared to the control group and among normative students compared to at-risk youth. In contrast to the research hypothesis, the Scratch projects of the at-risk youth, especially in the experimental condition, were rated by neutral judges as being more creative, more aesthetically designed, and more clearly conveying their message. The results suggest that creative computing combined with the ITI intervention is a way of developing creativity, especially among at-risk youth. Increasing the number of youths who hold incremental views of intelligence and developing computational thinking may contribute to their empowerment and well-being, improve learning and promote creativity.




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The Characteristics of Successful MOOCs in the Fields of Software, Science, and Management, According to Students’ Perception

The characteristics of successful MOOCs were explored in this study. Thousands of student reviews regarding five xMOOCs (Massive Open Online Course) in the fields of software, science, and management were extracted from the Coursetalk website and analyzed by quantitative and qualitative methods using the Garrison, Anderson, and Archer (2000) Community of Inquiry (CoI) model. The 14 characteristics found to contribute to the success of MOOCs (e.g., teacher, atmosphere, exercise) were partitioned into the teaching, social, and cognitive presence elements. In addition, cluster analysis revealed five types of learners, based on the characteristics they mentioned for course success: atmosphere, exercise, teacher, exam, and unspecified. This divides learners into groups that may prefer social, cognitive, or teaching presence. The findings of this study negate the perception that xMOOCs mostly contain teaching presence elements. This research contributes to the understanding of characteristics that contribute to successful MOOCs and sheds light on the students, too. Listening to the voices of the students and the types of characteristics that they chose to mention, enables further exploration of their preferences and expectations regarding MOOCs and, accordingly, to future adaptation between students’ preferences and MOOC characteristics.




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Design Principles for Promoting Intergroup Empathy in Online Environments

This study examined a professional development program designed to support Civics teachers in their efforts to promote empathy among Israeli Jewish students towards Israeli Arabs. The design rationale for the program is that teachers should experience empathic processes themselves before supporting their students in such an endeavor and that meaningful empathic processes can occur online if activities are properly designed. All phases of the program were designed to support teachers to participate as part of an online community of practice. Sixty Jewish teachers participated in two iterations of the design study. Refinements were made in the second iteration to provide teachers with explicit definitions of empathy and specific instructions for reflection. Findings indicate that these changes were reflected in higher degrees of empathic responses among teachers. Teachers also indicated that being a part of an online learning community contributed to the learning process they experienced during the program. We interpret this as a first step in enabling teachers to assist their students to develop a more empathetic approach toward the minority group and conclude with a discussion of recommended design principles for promoting such an approach.




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CAPTCHA: Impact on User Experience of Users with Learning Disabilities

CAPTCHA is one of the most common solutions to check if the user trying to enter a Website is a real person or an automated piece of software. This challenge-response test, implemented in many Internet Websites, emphasizes the gaps between accessibility and security on the Internet, as it poses an obstacle for the learning-impaired in the reading and comprehension of what is presented in the test. Various types of CAPTCHA tests have been developed in order to address accessibility and security issues. The objective of this study is to investigate how the differences between various CAPTCHA tests affect user experience among populations with and without learning disabilities. A questionnaire accompanied by experiencing five different tests was administered to 212 users, 60 of them with learning disabilities. Response rates for each test and levels of success were collected automatically. Findings suggest that users with learning disabilities have more difficulties in solving the tests, especially those with distorted texts, have more negative attitudes towards the CAPTCHA tests, but the response time has no statistical difference from users without learning disabilities. These insights can help to develop and implement solutions suitable for many users and especially for population with learning disabilities.