vendredi 16 mai 2014 par Brent G Wilson, Jennifer Linder VanBerschot
Two instructors report our experience co-teaching an action research (AR) required as part of an e-learning master’s degree. Adopting a practice-centered stance we focus on the course activities of participants (instructors and students), with particular attention to the careful crafting of (...)
samedi 10 mai 2014 par Yu-Chang Hsu, Yu-Hui Ching, Chareen Snelson
Along with advancing mobile technologies and proliferating mobile devices and applications, mobile learning research has gained great momentum in recent years. While there have been review articles summarizing past research, studies identifying mobile learning research priorities based on (...)
samedi 10 mai 2014 par Robin Holding Kay, Sharon Lauricella
The purpose of this study was to investigate the benefits and challenges using laptop computers (hereafter referred to as laptops) inside and outside higher education classrooms. Quantitative and qualitative data were collected from 156 university students (54 males, 102 females) enrolled in (...)
samedi 10 mai 2014 par Georgette Goupil, Nathalie Poirier, Catherine des Rivières, Jean Bégin, Valérie Michaud
Le WEB représente une source importante d’information en matière de santé ou de déficience. Toutefois, peu d'études décrivent la fréquence d'utilisation d'Internet et les données consultées par les parents d’enfants qui ont un ont trouble du spectre de l’autisme (TSA). Cette étude (…)
This article examines how the use of mobile technologies (iPods and tablets) in language classrooms contributes to redesigning task-based approaches for young language learners. The article is based on a collaborative action research (CAR) project in Early French Immersion classrooms in the (...)
samedi 10 mai 2014 par Shona Whyte, Julie Alexander
Classroom foreign language teachers using technology in task-based language teaching (TBLT) may experience pedagogical regression during technological development (Fullan, 2001), and fail to transform pedagogy because tools like interactive whiteboards (IWBs) support traditional as well as (...)
Second Life is an avatar-based 3D virtual world that has recently received attention from educators and researchers in various fields to explore its pedagogical benefits. Considering the increasing implementation of technologies broadly in much instruction, this study investigated how different (…)