Conference: ACTC2015

ISSN: 2186-4705 – The Asian Conference on Technology in the Classroom 2015: Official Conference Proceedings

ACTC2015 Art Center of Kobe, Kobe, Japan
Conference Theme: “Integrated Practices: Creating Experiences to Enhance Learning”
Thursday, April 30 – Sunday, May 3, 2015
ISSN: 2186-4705

Improving Children’s Cognitive Modifiability by Dynamic Assessment in 3d Immersive Virtual Reality Environments

Increasing evidence reveals the efficacy of dynamic assessment procedure (DA) in providing rich and reliable feedback regarding children’s cognitive modifiability. In the current study we examined children’s cognitive modifiability using DA within two computerized environments: 3D Immersive virtual reality (3D IVR) and 2D environments. Children in grades 1 and 2 (n =117) were randomly assigned

An Immersive, Interactive and Augmented Classroom: A Proof-of-Concept

The use of mobile technology has individualized education and even when there is a sense of a connected learning community, the classroom itself remains a passive space whose only function is to contain students, faculty and furnishing. This paper introduces a proof-of-concept system that combines Motion Sensing Input Devices, Projected Visualizations and Immersive Interfaces with

Learning by Digital Games Design in Children’s Teaching and Learning Process: Issues and Challenges

The development and rapidity on the usage of the Information and Communication Technology (ICT) in the community showed that the education system in this region is utilizing more of ICT in managing various challenges in the world’s education system. Learning by design through games approach has the potential to be one of the most popular

Designing Digitally Enhanced Print for International Conferences and Tourism

This year at TEDxKyoto, a new interactive team was assembled and geared to get participants more engaged with speakers, vendors, and volunteers. We wanted to encourage more interaction between all stakeholders both in-person and virtually on-line. Looking to approach the idea on several fronts and link them all together we put together a series of

The Paperless Classroom

This presentation will discuss the implementation of the paperless classroom in the context of an IELTS class at a university in the United Arab Emirates. The advantages and disadvantages of the paperless classroom will be explored by focusing on different forms of technology covering: smart boards, iPads, overhead projectors and desktop computers. The implementation of

An Interactive Example for Game-Based Programming Environment

Many researchers suggest that programming is beneficial to career and the development of problem solving skills. However, traditional teaching methods and learning environments for programming accentuate the difficulties of programming since they merely emphasize the syntax or features of programming language and they offer few support in acquiring programming strategies. With advance of computer games

Campus Based Students’ Perspectives on Strategic Management Simulation: A Study in Context

Business simulations are widely used in management education. However, there is no consensus on optimising their application. We explore business simulations as a dimension of a blended learning pedagogic approach in management education. We accept that few best-practice prescriptive models for the design and implementation of simulations in this context have been presented, and that

Exploring Approaches to Help Students with Reading Disabilities Enhance Their Reading Comprehension through the Use of the Tablet

Reading is the foundation of learning in formal education. In the mobilized digital century, how the mobile device can facilitate students with reading disabilities (RD) to read is of interest. The purpose of this study is to explore text display modes suitable for students with RD, based on the 7-inch tablet. In addition, the impact

Three Approaches to Cultivating Academic Honesty and Fighting Plagiarism

Academic honesty is a critical concept for students who are enrolled in university studies; however, many of these students have at best a loose understanding of what academic honesty entails. Plagiarism comes in many forms, including verbatim plagiarism, mosaic plagiarism, and self-plagiarism. Even those students who do have some awareness of plagiarism may only recognize,

An Analysis of Weblogs’ Grammatical Errors of Filipino Learners of English as Second Language

This study investigated grammatical errors in a corpus of 58 blog posts written by 58 participants through weblogs. It aimed to determine the views of students on the use of blogs in facilitating the acquisition of English writing skills, to identify, categorize, and analyze grammatical errors in students’ blog posts, and to explore students’ perceptions

Blog for Sex Education for Teenagers

In Mexico, we have a growing number of unwanted pregnancies in teenagers. The government family planning programs have failed in more than three decades to reduce the number of teenage pregnancies. The problem is not only pregnancy, but poverty of girls too. The Voluptuosidades Blog is a pedagogical virtual space for cross sex education through

Using Blogs for Real World Writing: Encouraging Learner Independence

This study aimed to investigate students’ opinions on using blogs for writing and giving comments among classmates outside class. Results from a questionnaire show that students consider the act of giving comments on Blogs helped them to improve their critical thinking, problem solving and communication skills. Some students felt uncomfortable to give comments when others

Fostering Independent Learning through the Use of Edmodo and a Self-Access Learning Center

Web 2.0 technologies have become an ubiquitous component of our daily lives (McBride, 2009), and their immediate exploitation in the field of second/foreign language education came as no surprise. The present study aims at examining students’ comprehension of independent learning and their views about whether using online tools combined with the use of a self-access

How to Strengthen Teacher Education Experiences Using Web 2.0 Technologies as Instruments to Enhance Learning

This article provides insights into the use of Web 2.0 technologies from a personal perspective of an Australian education academic preparing the next generation of teachers at a higher education institution in Victoria Australia in digital and design technologies. In my presentation I will provide digital examples of the use of Web 2.0 technologies used

A Study of Problem of Learning Photography for Communication Module to Develop the Patterns of Teaching Through a Virtual Classroom

One of the purposes of the research on the “The Development of problem based learning model via virtual classroom” was to study the problem of learning photography for a Communication Arts module. The results of this research will be used to create a virtual classroom for photography as part of aCommunication Arts module for the

A Journey in Moodle: Lessons Learned in Insitutionalizing an Open-Source Constructionist Blended Learning Tool

Utilizing technologies to enhance traditional forms of learning is an important task for institutions, particularly in a maturing education system. The educational use of ICT is beset with literature that can be consulted when starting in this endeavor. Moreover, technology practitioners coordinating with members of faculty and getting the required support from management, regularly discuss

Sculpture Walks: Mobile Technology and the Aesthetic Experience

This paper looks at how the use of mobile technology can affect the aesthetic experiences of sculptures for students. In Singapore, there is strong belief that ICT, and by extension mobile technology, can empower teachers and learners, transforming teaching and learning processes from a highly teacher-dominated to that of student-centredness. In my study, students of

Digital Literacy Skill of Students in Public Higher Education Institutes

This research is the quality research with the objective of studying the digital literacy skill of students in public higher education institutes. A structured questionnaire was used as a tool for the study and the samples were 6 experts in digital learning, education science, and teaching methodology, who were selected by purposive sampling. By analyzing

Students’ Teaching Practices Using Participatory Learning Technique and Multiple Online Learning Platforms

This paper reports on an implementation of peer-participatory learning technique in reflective teaching practices in a teacher training program. The teaching practices, in addition, were enriched with educational technology engagement through the use of multiple online learning platforms namely Klasiber, Facebook, Google Hangouts, and WizIQ. Two modes of teaching (offline and online teaching practices) were

Parental Involvement in Children’s Gaming and Students School Outcomes

Although research on parents’ involvement in their children’s gaming (PMG) should be an important area of research, there is little research complied in the field. Considering the dramatic growth of students’ gaming and its negative influences on their attitudes and behaviors (Gentile, Lynch, & Linder, 2004) and academic performance (Skoric, Teo, & Neo, 2009), PMG

The Development Gamification on the Concepts Teach Less Learn More for Vocational Education

This research studied the components of the development the Gamification on the concept “Teach Less Learn More” for learning in vocational education. This study was a qualitative research using data collected by interview and a semi-structured technique of a focus group discussion of experts (7 male, 2 female – experts at Game, media and technology

The Result of the Study for Learning Management Suitable to Develop Blended Learning Model in IT for Education Course

This qualitative research on blended learning has two main proposes. The first aim is to investigate situation of blended learning research in Thailand. The second aim is to determine recent effective environments for blended learning, its obstacle, and how to improve blended learning in an Innovation and IT in Education course. For these purposes, total

Assessing the Applicability of 3d Hologram Technology as an Enhanced Technology for the Distance Learning

Distance learning has provided an excellent platform for students in geographically remote locations while enabling them to learn at their own pace and convenience. A number of technologies are currently being utilized to conceptualize, design, enhance and foster distance learning. Teleconferences, electronic field trips, podcasts, webinars, video conferencing and online courses are among such technologies

Digital Tablets: A Trojan Virus for ICT in Education?

ICT, like classical PC, has not really invaded education because their use is a work overload for the teacher. It requires several disruptions that he must manage: breaks in time, place and pedagogy. Tablets avoid all these disruptions. As they are constantly in the classroom, teacher can use them when he wants. He should not

Foreign Language Acquisition in a Multi-User Virtual Environment

Learning a language is best achieved when learners can practice the target language in a natural context, or immersed in the target language culture. This will help their L3 acquisition process. Yet, when living in the target country is not possible, a virtual environment depicting target language culture needs to be developed. This paper is

Authenticity in Project Based Learning: Building Community

The benefits of using authentic material as a form of input in Project-Based Learning are well established, but creating authentic output and audience still remains a formidable challenge. The aim of this presentation is to report on a project designed for a third-year class of English majors in a Japanese university. The project had the

Application of Media in an ESL Environment

All too often, EFL programs focus on developing students’ language ability without concern for providing meaningful content. A previous paper by Nanni and Sangar (2014) demonstrated a technology-based approach to addressing this shortcoming, a semester-long project that fosters collaborative learning and integration with the wider community. This project has since evolved, and continues to work

Cross-Cultural Investigation of Eye-Gaze Patterns for E-Learning Content Optimization

E-Learning in developing countries is still in a marginal state, mainly because of the cost of its introduction, and the lack of human resources to maintain the system. But the situation has changed and the price of the e-learning device has become affordable. So far, a large part of educational material is simply imported from

Integrating Global Education into the University English Curriculum through Technology-Enhanced News Circles

Living in an increasingly globalized world, human beings have to solve more and more problems and face many new challenges together. It has thus become essential for English teachers in the 21st century to develop new and effective ways to integrate burning global issues and events in ELT. This paper reports on the approaches and