Archive for the ‘Research’ Category


Reconceptualising gamification: Play and pedagogy

Gamification is a complex and controversial concept. It has been both embraced as a marketing and education revolution, and dismissed as practice of exploitation. Contested within the debate around gamification has been the very concept of what a game is, what the core mechanics of games are, and whether gamification truly mobilises these core mechanics. […]


Facilitating dialog in the game-based learning classroom: Teacher challenges reconstructing professional identity

Despite widespread interest in the use of digital games to engage students and enhance the quality of student learning, the teacher’s perspective has been less extensively studied. The challenges that teachers face when enacting authentic game-based learning predicated on dialogic pedagogy in the classroom offer powerful opportunities for professional learning despite potentially engendering stressful experiences. […]


Students’ perceived challenges in an online collaborative learning environment: A case of higher learning institutions in Nairobi, Kenya

Earlier forms of distance education were characterized by minimal social interaction like correspondence, television, video and radio. However, the World Wide Web (WWW) and online learning introduced the opportunity for much more social interaction, particularly among learners, and this has been further made possible through social media in Web 2.0. The increased availability of collaborative […]


Level of proficiency and professional development needs in peripheral online teaching roles

Teaching in virtual environments demands mastery of several teaching competencies. Although the most accepted ones are pedagogical, in order to successfully teach online it becomes necessary to acquire and develop some other competencies, sometimes referred to as peripheral roles (Denis et al., 2004). The aim of this study is to analyse perceptions on the level […]


Comparison of Nurse Anesthesia Student 12 Lead EKG Knowledge, Interpretation Skill, Satisfaction and Attitude: Traditional Instruction vs. Asynchronous Online Video Lecture

Online education has become increasingly popular for providing learning experiences in all disciplines. Despite continued evidence that online learning is at least equivalent to traditional methods, some educators are reluctant to embrace online educational offerings. This study evaluated whether an online class provided within an otherwise traditional face-to-face (F2F) nurse anesthesia curriculum would produce comparable […]


Critical connections: personal learning environments and information literacy

Personal learning environments (PLEs) and critical information literacies (CILs) are two concepts that have been presented as responses to the challenges of the rich and complex information landscape. While both approaches support learners’ critical engagement with new information environments, each was developed within a different field. This paper connects and contrasts PLEs and CILs in […]


Cyber-bullying in the Online Classroom: Instructor Perceptions of Aggressive Student Behavior

The advent of online learning has created the medium for cyber-bullying in the virtual classroom and also by e-mail. Bullying is usually expected in the workplace and between students in the classroom. Most recently, however, faculty members have become surprising targets of online bullying. For many, there are no established policies nor is training provided on how […]


From Needs Assessment to Communities of Practice for Online Continuing-Education Programming

This study identifies the professional development needs of instructors teaching online using quantitative and qualitative methods. Twenty-six participants from a convenience sample at the University of Colorado, Boulder’s Division of Continuing Education (CE) were surveyed in a Faculty Needs Assessment (FNA) that was open to participants from September to October of 2013, and six of […]


The influence of collaborative learning games within different devices on student’s learning performance and behaviours

 This study demonstrates the effectiveness of using multi-touch tabletop collaborative game (MTCG) as a collaborative learning platform, in which multiple students can play games using a digital surface. The learning performance of participants is also explored, along with their related behaviours and their experiences. Consisting of 49 Taipei elementary school fifth graders ranging from 11 […]


Sense of community in a blended technology integration course: A design-based research study

This design-based research study explored whether sense of community was maintained while flexibility in the course was increased through an adoption of a unique blended learning model. Data collected in this study show a significant drop in the sense of connectedness score from a mean of 50.8 out of 66 to a mean of 39.68 in the […]