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Albo, Laia; Hernandez-Leo, Davinia – IEEE Transactions on Learning Technologies, 2021
This article presents an evaluation of edCrumble, a blended learning authoring tool for teachers. The tool visually represents learning designs and integrates data analytics to scaffold teacher design decisions. In addition to assessing the usability of edCrumble using Usability Metric for User Experience questionnaire, analyses of participant…
Descriptors: Programming, Blended Learning, Teaching Methods, Instructional Design
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Hwang, Wu-Yuin; Purba, Siska Wati Dewi; Liu, Yi-Fan; Zhang, Yun-Yuan; Chen, Nian-Shing – IEEE Transactions on Learning Technologies, 2019
Geometry students have few opportunities to apply geometric concepts and solve geometry problems in authentic contexts. We developed a Ubiquitous Geometry (UG) system to teach geometry to elementary students by using it to measure common objects in authentic contexts. The instant study investigates the effects of UG on student geometry estimation…
Descriptors: Geometry, Geometric Concepts, Comparative Analysis, Problem Solving
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García-González, Herminio; Gayo, José Emilio Labra; del Puerto Paule-Ruiz, María – IEEE Transactions on Learning Technologies, 2017
We describe a new educational tool that relies on Semantic Web technologies to enhance lessons content. We conducted an experiment with 32 students whose results demonstrate better performance when exposed to our tool in comparison with a plain native tool. Consequently, this prototype opens new possibilities in lessons content enhancement.
Descriptors: Semantics, Teaching Methods, Electronic Learning, Course Content
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Ruipérez-Valiente, Jose A.; Muñoz-Merino, Pedro J.; Kloos, Carlos Delgado; Niemann, Katja; Scheffel, Maren; Wolpers, Martin – IEEE Transactions on Learning Technologies, 2016
Self-regulated learning (SRL) environments provide students with activities to improve their learning (e.g., by solving exercises), but they might also provide optional activities (e.g., changing an avatar image or setting goals) where students can decide whether they would like to use or do them and how. Few works have dealt with the use of…
Descriptors: Metacognition, Learning Processes, Case Studies, Learning Activities
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Chen, Xin; Vorvoreanu, Mihaela; Madhavan, Krishna – IEEE Transactions on Learning Technologies, 2014
Students' informal conversations on social media (e.g., Twitter, Facebook) shed light into their educational experiences--opinions, feelings, and concerns about the learning process. Data from such uninstrumented environments can provide valuable knowledge to inform student learning. Analyzing such data, however, can be challenging. The complexity…
Descriptors: Social Media, Data Analysis, Sleep, Engineering Education
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Shadiev, Rustam; Hwang, Wu-Yuin; Huang, Yueh-Min; Liu, Tzu-Yu – IEEE Transactions on Learning Technologies, 2017
For this study, we designed learning activities in which students applied newly acquired knowledge to solve meaningful daily life problems in their local community--a real, familiar, and relevant environment for students. For example, students learned about signs and rules in class and then applied this new knowledge to create their own rules for…
Descriptors: English (Second Language), Second Language Learning, Junior High School Students, Dictionaries
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Looi, Chee-Kit; Sun, Daner; Xie, Wenting – IEEE Transactions on Learning Technologies, 2015
The research literature reports on designs of ubiquitous and seamless learning environments enabled by the integration of mobile technology into learning. However, the lack of good pedagogical designs that provide for sustainability and the inadequate investigation of learning outcomes remain major gaps in the current studies on mobile learning.…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Technology Uses in Education
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Gomez, Jorge E.; Huete, Juan F.; Hernandez, Velssy L. – IEEE Transactions on Learning Technologies, 2016
The dynamics of the world today demands a change in traditional education paradigms to enable the creation of more efficient learning environments, where students will learn more effectively and will play a more active role in their education. They should interact with the knowledge at anytime-anywhere. In order to tackle this problem we should…
Descriptors: Active Learning, Telecommunications, Handheld Devices, Intelligent Tutoring Systems
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Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – IEEE Transactions on Learning Technologies, 2015
This study developed a QR-based U-Learning Material Production System (QR-ULMPS) that provides teachers with an education tool to motivate college level students enrolled in a liberal arts course. QR-ULMPS was specifically designed to support the development of u-learning materials and create an engaging context-aware u-learning environment for…
Descriptors: Student Motivation, Learning Experience, Outdoor Education, Questionnaires
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Balestrini, Mara; Hernandez-Leo, Davinia; Nieves, Raul; Blat, Josep – IEEE Transactions on Learning Technologies, 2014
Under the umbrella of ubiquitous technologies, many computational artifacts have been designed to enhance the learning experience in physical settings such as classrooms or playgrounds, but few of them focus on aiding orchestration. This paper presents a systematic evaluation of the signal orchestration system (SOS) used by students for a jigsaw…
Descriptors: Cooperative Learning, Educational Technology, Technology Uses in Education, Teaching Methods
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Torrente, Javier; Borro-Escribano, Blanca; Freire, Manuel; del Blanco, Ángel; Marchiori, Eugenio J.; Martinez-Ortiz, Iván; Moreno-Ger, Pablo; Fernández-Manjón, Baltasar – IEEE Transactions on Learning Technologies, 2014
We present EGDA, an educational game development approach focused on the teaching of procedural knowledge using a cost-effective approach. EGDA proposes four tasks: analysis, design, implementation, and quality assurance that are subdivided in a total of 12 subtasks. One of the benefits of EGDA is that anyone can apply it to develop a game since…
Descriptors: Computer Simulation, Video Games, Teaching Methods, Health Services
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Harrington, M. C. R. – IEEE Transactions on Learning Technologies, 2011
Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…
Descriptors: Computer Uses in Education, Environmental Education, Elementary School Students, Computer Simulation
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Lin, Meng-Fen Grace; Sajjapanroj, Suthiporn; Bonk, Curtis J. – IEEE Transactions on Learning Technologies, 2011
This study was conducted to better understand Wikibookian apprenticeship and identity as well as the environment or community they operate in. Our initial study explored the basic demographics, purpose and goals, ownership, collaborative work experiences, successes and failures, and advantages and disadvantages of wikibooks. Those initial results…
Descriptors: Educational Environment, Student Attitudes, Apprenticeships, Textbooks
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Verginis, Ilias; Gouli, Evangelia; Gogoulou, Agoritsa; Grigoriadou, Maria – IEEE Transactions on Learning Technologies, 2011
The paper presents the facilities offered by the open learner model maintained in the web-based, adaptive, activity-oriented learning environment SCALE (Supporting Collaboration and Adaptation in a Learning Environment), in order to guide online students who become disengaged and support their reengagement. The open learner model (OLM_SCALE)…
Descriptors: Foreign Countries, Educational Technology, Program Effectiveness, Introductory Courses