bluuebunny/crossref_metadata_2025 huggingface dataset:
Local E-Government Management
Authors: Rahman Hakikur
Published: May 2011

Despite the immense popularity and potency of electronic government, it is remain uncharted in many countries regarding proper implementation at the local government level. However, technology possess the prospect of improvement in the way government works, and make better interactions with their citizens. National governments are trying to realize this potential by finding ways to implement novel technology in spearheading its utilization to achieve the best services for their citizens. They ranges from awareness raising campaign, knowledge acquisition, social networking to strategic planning, development, and implementation. This article has tried to draw a line of reference by put forwarding the importance of local e-government organizational structure, and their supremacies in terms of utilization of ICT. Along this context, the article has attempted to synthesize a few prospective local e-government scenarios, focus on their adaptation of ICT, and puts forward recommendations to improve local e-government for offering better information services.
New Trends in ICTs and Computer Assisted Language Learning (CALL)
Authors: Olaniran Bolanle A.
Published: May 2011

This chapter explores information communication technologies (ICTs) (e.g., computer-mediated communication) and the implications for use in language learning and second language learning (L2). Further, the chapter presents culture and new trends in ICTs for L2 learning. Specific modality, challenges, and issues for future considerations in L2 learning are discussed. The chapter argues for the need to understand culture and contextual appropriateness of L2 learning in ICT environments. Finally the chapter contends that ICTs are best relegated as a supplemental role or tools, rather than as an outright substitute for traditional L2 learning and curricula.
Enhancing the Educational Experience of Calabrian Cultural Heritage
Authors: Pantano Eleonora , Tavernise Assunta
Published: May 2011

To achieve this goal, the chapter focuses on the use of 3D technologies, on virtual and augmented reality, with emphasis on the stereoscopic Virtual Theatre. These innovative tools support the creation of a global vision of the fragmentary archaeological Calabrian heritage, as well as the possibility to play with the virtual findings as in a videogame, by choosing what to explore and the contents to access. Moreover, these technologies exploit the entertaining components of the systems in order to provide personalized and interactive educational contents.
A Case Study of Information Technology Education and Economic Development in Rural Nigeria
Authors: Okunoye Adekunle , Bertaux Nancy , Bada Abiodun O. , Crable Elaine , Brodzinski James
Published: May 2011

This essay presents a case study of Information Technology (IT) education as a contributor to economic and human development in rural Nigeria. The case of Summit Computers suggests that for developing countries to benefit from advances in IT, the following factors are of great importance and can be enhanced by IT education initiatives: convenience, affordability, emphasis on participation and empowerment of local users, encouragement of entrepreneurship, and building awareness among potential users. Additionally, careful attention should be given to how IT training can meet local employment and other needs are important factors in rural communities in developing countries such as Nigeria.
Strategic Metamorphoses of ICT Sector for Human Development in India
Authors: Mathur Meeta , Sharma Sangeeta
Published: May 2011

As Indian economy gets integrated to the global economy and strives to improve in terms of human development indicators, a special role exists for information and communication technologies (ICT) in this process. The strategic metamorphoses and the resultant expansion of ICT linked telecommunication services in India have favorably influenced the effort to accelerate the pace of human development by enabling equality in access to information, creation of employment, improving the quality of life, better livelihood opportunities in rural areas, growth of agriculture, impetus to business development, environmental management and many more. After the initiation of economic planning in India, telecom services were assumed to be natural monopoly and were provided by one entity without competition. The government launched ambitious ICT infrastructure initiatives, radically changing its communication policy framework. The resultant growth of ICT services in India has led to significant improvement in human development levels. It has led to a reduction in information asymmetry between the rich and the poor, improvement in telecom density and ICT accessibility in rural areas, fostering inclusive growth, providing better access to market information to people in remote and rural areas, facilitating technological leapfrogging, enhancing business networking and offering new opportunities from the perspective of human development.
Appropriating Heuristic Evaluation for Mobile Computing
Authors: Bertini E. , Catarci T. , Dix A. , Gabrielli S. , Kimani S. , Santucci G.
Published: May 2011

Heuristic evaluation has proven popular for desktop and web interfaces, both in practical design and as a research topic. Compared to full user studies, heuristic evaluation can be highly cost-effective, allowing a large proportion of usability flaws to be detected ahead of full development with limited resource investment. Mobile computing shares many usability issues with more conventional interfaces. However, it also poses particular problems for usability evaluation related to aspects such as limited screen real estate, intermittent user attention, and contextual factors. This article describes a modified collection of usability heuristics that are designed to be appropriate for evaluation in mobile computing. They have been systematically derived from extensive literature and empirically validated. They therefore offer a sound basis for heuristic-based evaluation in mobile computing. Besides introducing the reader to the practical use of heuristic evaluation, the article also closes with a description of potential future research in the area.
Pickup Usability Dominates
Authors: Dunlop Mark David , Masters Michelle Montgomery
Published: May 2011

Text entry on mobile devices (e.g. phones and PDAs) has been a research challenge since devices shrank below laptop size: mobile devices are simply too small to have a traditional full-size keyboard. There has been a profusion of research into text entry techniques for smaller keyboards and touch screens: some of which have become mainstream, while others have not lived up to early expectations. As the mobile phone industry moves to mainstream touch screen interaction we will review the range of input techniques for mobiles, together with evaluations that have taken place to assess their validity: from theoretical modelling through to formal usability experiments. We also report initial results on iPhone text entry speed.
TECHNOLOGY Acceptance MODEL FOR Mobile Services AS A DESIGN FRAMEWORK
Authors: Kaasinen Eija , Mattila Elina , Lammi Hanna , Kivinen Tuomo , Välkkynen Pasi
Published: May 2011

Personal mobile devices are increasingly being used as platforms for interactive services. Ease of use is important, but the services should also provide clear value to the user and they should be trustworthy and easy to adopt. These user acceptance factors form the core of the Technology Acceptance Model for Mobile Services introduced in this chapter. The model has been set up based on field trials of several mobile services with altogether more than 200 test users. This chapter presents the technology acceptance model and describes four case studies of applying the model in practice as a design and evaluation framework.
Experiences of Supporting Local and Remote Mobile Phone Interaction in Situated Public Display Deployments
Authors: Müller Jörg , Cheverst Keith , Fitton Dan , Taylor Nick , Paczkowski Oliver , Krüger Antonio
Published: May 2011

Public displays and mobile phones are ubiquitous technologies that are already weaving themselves into the everyday life of urban citizens. The combination of the two enables new and novel possibilities, such as interaction with displays that are not physically accessible, extending screen real estate for mobile phones or transferring user content to and from public displays. However, current usability evaluations of prototype systems have explored only a small part of this design space, as usage of such systems is deeply embedded in and dependent on social and everyday context. In order to investigate issues surrounding appropriation and real use in social context field studies are necessary. In this paper we present our experiences with field deployments in a continuum between exploratory prototypes and technology probes. We present benefits and drawbacks of different evaluation methods, and provide a number of validated lessons from our deployments.
Large Scale User Trials
Authors: Sherwood Scott , Reeves Stuart , Maitland Julie , Morrison Alistair , Chalmers Matthew
Published: May 2011

The authors present a reflection on a series of studies of ubiquitous computing systems in which the process of evaluation evolved over time to account for the increasing difficulties inherent in assessing systems ‘in the wild’. Ubiquitous systems are typically designed to be embedded in users’ everyday lives; however, without knowing the ways in which people will appropriate the systems for use, it is often infeasible to identify a predetermined set of evaluation criteria that will capture the process of integration and appropriation. Based on the authors’ experiences, which became successively more distributed in time and space, they suggest that evaluation should become adaptive in order to more effectively study the emergent uses of ubiquitous computing systems over time.
User Experience of Mobile Internet
Authors: Kaasinen Eija , Roto Virpi , Roloff Kristin , Väänänen-Vainio-Mattila Kaisa , Vainio Teija , Maehr Wolfgang , Joshi Dhaval , Shrestha Sujan
Published: May 2011

Mobile access to the Internet with handheld devices has been technically possible for quite a while and consumers are aware of the services but not so ready to use them. A central reason for the low usage is that user experience of the mobile Internet is not yet sufficiently good. This paper analyses the mobile Internet from the end-user perspective, identifying factors and solutions that would make Internet usage on a mobile device an enjoyable experience. User experience can be improved by a better understanding of users and usage contexts, by developing mobile services that better serve the needs of mobile users, easing service discovery and by developing the infrastructure needed for the mobile Internet. This paper discusses all these aspects and gives development recommendations. Multidisciplinary and multicultural cooperation between the various actors in the field is needed to improve user experience.
Touch-Based Access to Mobile Internet
Authors: Isomursu Minna , Ervasti Mari
Published: May 2011

This chapter reports user experience findings from two field trials, where Mobile Internet access was supported through Near Field Communication (NFC)-based tag infrastructure, The first field trial was done in public urban environment with the infrastructure of 2650 tags and 248 users, and the other field trial dealt with mobile learning with the infrastructure of 11 tags and 220 users. The authors results show that touch-based interaction can provide enhancement to the Mobile Internet user experience. Touch-based access builds a semantic bridge between the physical context of use and the Mobile Internet experience, the user experience converges seamlessly into one where both the physical and digital worlds play a role. The authors report and analyze the subjective experiences of the end users collected during the field trials. As a result, they summarize recommendations for interface and content design.
Mobile Internet
Authors: Kaikkonen Anne
Published: May 2011

The Mobile Internet is no longer a new phenomenon; the first mobile devices supporting Web access were introduced over 10 years ago. During the past 10 years many user studies have been conducted that have generated insights into mobile Internet use. The number of mobile Internet users has increased and the focus of the studies has switched from the user interface to user experiences. Mobile phones are regarded as personal devices: the current possibility of gathering more contextual information and linking that to the Internet creates totally new challenges for user experience and design.
Novel Technologies and Interaction Paradigms in Mobile HCI
Authors: Lindgaard Gitte , Narasimhan Sheila
Published: May 2011

In this chapter the authors argue that it is time for the mobile HCI community to think beyond the traditional screen-keyboard-mouse paradigm and explore the many possibilities that mobility, mobile platforms, and people on the move offer. They present a collection of ideas aiming to encourage HCI researchers to explore how up-and-coming mobile technologies can inspire new interaction models, alternative I/O methods, and data collection methods. In particular, they discuss potential applications for gesture- as well as sound-based technologies. The range of possible applications designed to make life easier for specified user populations is limited, they maintain, only by their imagination to understand novel problem spaces, to mix, match and expand on existing methods as well as to invent, test, and validate new methods.
The Promises and Challenges of Health Information Technology
Authors: Gugerty Brian , Maranda Michael J.
Published: May 2011

This chapter explores the application of Information Technology to healthcare in the United States. Recent developments and trends in healthcare information technology (HIT) are presented and discussed. Widespread adoption of HIT promises to save lives, save money, and improve health. Definitions, descriptions, and examples of electronic health records (EHRs) and personal health records (PHRs) are provided. The significant efforts to broadly and meaningfully adopt HIT over the next several years are discussed. The significant challenges in implementing EHRs are discussed, including transformation of clinical processes. Finally, the impact of HIT on the concept of ownership of the healthcare record and how it may change the relationship between the patient and healthcare provider are explored. Implementing effective HIT on a nationwide scale will require considerable effort.
Web Services and E-Business Technologies
Authors: Anyiwo David , Sharma Sumana
Published: May 2011

The large scale deployment of Web services and e-business technologies in general – is affected by numerous implementation (for example, interoperability and integration) and security issues. The focus of this chapter is mainly on exploring the latter from the perspective of initiatives for mitigating security risks in Web services (for example, WS-S specifications) and e-business technologies (for example, security standards, business continuity planning, and cyber legislation). Best practices and recommendations for addressing security risks in the rapidly evolving Web environment are presented. Future research trends associated with the topic of security in Web services and e-business technology applications are also discussed.
Instructional Design Methodologies
Authors: Chen Irene
Published: May 2011

Instructional design (ID) is the systematic process of planning events to facilitate learning. The ID process encompasses a set of interdependent phases including analysis of learners, contexts and goals; design of objectives, strategies and assessment tools; production of instructional materials; and evaluation of learner performance and overall instructional design effort. The system approach, developed in the 1950s and 1960s, is rooted in the military and business world and has dominated educational technology and educational development since the 1970s. Currently, there are more than one hundred different ISD models, with almost all based on the generic ADDIE model. Other commonly known models include the Dick and Carey Model, the R2D2 Model, the ICARE Model, and the ASSURE Model. These models share three major components: analysis, strategy development, and evaluation. This chapter identifies the different roles and responsibilities involved when developing a typical title and outlines the main steps in the development.
Using Design Patterns to Support E-Learning Design
Authors: Frizell Sherri S. , Hübscher Roland
Published: May 2011

Design patterns have received considerable attention for their potential as a means of capturing and sharing design knowledge. This chapter provides a review of design pattern research and usage within education and other disciplines, summarizes the reported benefits of the approach, and examines design patterns in relation to other approaches to supporting design. Building upon this work, it argues that design patterns can capture learning design knowledge from theories and best practices to support novices in effective e-learning design. This chapter describes the authors’ work on the development of designs patterns for e-learning. It concludes with a discussion of future research for educational uses of design patterns.
Visual Design of coherent Technology-Enhanced Learning Systems
Authors: Nodenot Thierry , Laforcade Pierre , Le Pallec Xavier
Published: May 2011

Visual instructional design languages currently provide notations for representing the intermediate and final results of a knowledge engineering process. As some languages particularly focus on the formal representation of a learning design that can be transformed into machine interpretable code (i.e., IML-LD players), others have been developed to support the creativity of designers while exploring their problem-spaces and solutions. This chapter introduces CPM (Computer Problem-based Metamodel), a visual language for the instructional design of Problem-Based Learning (PBL) situations. On the one hand, CPM sketches of a PBL situation can improve communication within multidisciplinary ID teams; on the other hand, CPM blueprints can describe the functional components that a Technology-Enhanced Learning (TEL) system should offer to support such a PBL situation. We first present the aims and the fundamentals of CPM language. Then, we analyze CPM usability using a set of CPM diagrams produced in a case study in a ‘real-world’ setting
Planning for Integrating Technology
Authors: Marcinkiewicz Henryk R.
Published: May 2011

Three models structure the planning for technology integration into instruction. Institutional needs are assessed for three dimensions suggested in Gilbert’s, “Model of Human Competence.” The areas needing addressing are typically within instruction; therefore, the process steps of a generic instructional design model are used. Within designing for instruction, Bransford’s, “variables affecting learning,” are the focal points organizational planners need to consider in planning instruction. Instruction is framed as “faculty-as-learner centered instruction.” The variables are also a significant aspect of the content of instruction for faculty because faculty will use them in planning their own instruction integrated with technology.
Developing Learning Communities
Authors: Jain Pawan , Jain Smita
Published: May 2011

This study concerns the design and development of online instruction and specifically targets interaction and communication between online learners. Facilitating appropriate and meaningful interactions in designing instruction is a major goal for anyone developing an online class. The guiding question of the study was: how do the instructional design elements and discipline area impact the quantity of learner-learner interactions? The data for this study came from the online courses offered at one of the major Rocky Mountain University. The research subjects and courses were taken from the College of Education, College of Business, College of Arts and Sciences and College of Health Sciences. Forty graduate online classes, 10 from each college, were analyzed. The findings of this study suggest that the interactivity in an online class depends on group size, grade weight for discussion, use of web 2.0 technologies and multimedia and the discipline it belongs to.
A Model for Knowledge and Innovation in Online Education
Authors: Linder-VanBerschot Jennifer Ann
Published: May 2011

The objective of this chapter is to introduce a model that outlines the evolution of knowledge and sustainable innovation of community through the use of social software and knowledge management in an online environment. Social software presents easy-to-use, participatory technologies, thus bringing increased interaction with others and a diversity of perspectives into the classroom. Knowledge management provides the opportunity to capture and store information so that content and learning can be personalized according to learner preferences. This model describes a circuit of knowledge that includes instructional systems design, individualization of learning, interaction and critical reflection. It also represents a new framework within which communities develop and become more sustainable.
A Large-Scale Model for Working with Subject Matter Experts
Authors: Russo-Converso Judith A. , Offutt Ronald D.
Published: May 2011

The evolution of complex and distributed commerce requires the implementation of training design and development models that capture and mold the expertise of subject matter experts (SMEs). A SME is defined as “that individual who exhibits the highest level of expertise in performing a specialized job, task, or skill within the organization”. SMEs possess in-depth knowledge of the subject you are attempting to document (http://www.isixsigma.com/dictionary/ Subject_Matter_Expert_-_SME-396.htm). This chapter describes a unique issue, and potential risk, along with a solution to work with a large number of geographically dispersed SMEs (separated from one another due to their respective locations), whose efforts are standardized and synchronized. This solution is based on a collaboration model implemented and led by an integration team whose role and responsibility is to allow the SMEs to achieve consensus, efficiency, and standard of quality in both products and processes.
Self-Regulated Learning
Authors: Delfino Manuela , Persico Donatella
Published: May 2011

This chapter assumes the importance of developing Self-Regulated Learning (SRL) competences in students in order to cope with the challenges of today’s and tomorrow’s society. To achieve this, it is claimed that it is crucial to train teachers who are aware of what SRL is and are able to support their students in developing these abilities. This chapter proposes examples drawn from a course in Educational Technology where SRL competence has been promoted through reflection on cognitive, meta-cognitive, emotional and motivational aspects of learning, as well as through modelling teaching practices that tend to shift the locus of control from trainers to trainees.
Cognitive Architecture and Instructional Design in a Multimedia Context
Authors: Low Renae
Published: May 2011

Our knowledge of human cognitive architecture has advanced dramatically in the last few decades. In turn, that knowledge has implications for instructional design in multimedia contexts. In this chapter, we will analyse human cognitive architecture within an evolutionary framework. That framework can be used as a base for cognitive load theory that uses human cognitive architecture to provide testable hypotheses concerning instructional design issues. Human cognition can be characterised as a natural information processing system. The core of such systems can be described using 5 principles: (a) information store principle, (b) borrowing principle and reorganizing principle, (c) randomness as genesis principle, (d) narrow limits of change principle, and (e) environment organizing and linking principle. These 5 principles lead directly to the instructional effects generated by cognitive load theory. Some of these effects are concerned with multimedia learning. The particular ones discussed in the chapter are the split-attention, modality, redundancy, element interactivity, and expertise reversal effects.
Simulating Teaching Experience with Role-Play
Authors: Warren Scott J. , Stein Richard A.
Published: May 2011

This chapter discusses the design and use of simulated teaching experiences contextualized through role-play in a multi-user virtual environment as a means of providing pre-service teachers with pedagogical and instructional experiences that are increasingly difficult for university programs to provide. It illustrates the underlying pragmatic theory of communication that supports this model of simulated experience as well as research methods that we suggest can aid in understanding the complex learning that stem from actor and student interaction. The goal of this chapter is to provide an instructional design model of simulated role-play experience that emerged from a design-based research project as a means of supporting the development.
Applying the ADDIE Model to Online Instruction
Authors: Shelton Kaye , Saltsman George
Published: May 2011

This paper assembles best ideas and practices from successful online instructors and recent literature. Suggestions include strategies for online class design, syllabus development, and online class facilitation, which provide successful tips for both new and experienced online instructors. This article incorporates additional ideas, tips, and tricks gathered since the paper was originally published in the October 2004 issues of the International Journal of Instructional Technology and Distance Learning as Tips and Tricks for Teaching Online: How to Teach Like a Pro!
Developing Educational Screencasts
Authors: Raftery Damien
Published: May 2011

YouTube to iTunes, company to college websites, there is a seemingly exponential explosion in creating screencasts. A screencast is a digital recording of computer screen activity, often with an audio commentary. Short and engaging, screencasts have the potential to enable learning in new and exciting ways. They are becoming easier to create and, as a teacher in higher education, I have gradually increased my use of screencasts, learning with experience and from the generally positive feedback from students.Drawing on existing research and personal experience, this chapter will introduce screencasts and discuss their potential. The importance of integrating screencasts thoughtfully and carefully into the teaching and learning process will be examined, including pedagogical and instructional design issues. Next a four-step process for creating a screencast will be presented: prepare, capture, produce and publish. Prior to conclusions and final reflections, future research directions will be examined.
Teaching IT Through Learning Communities in a 3D Immersive World
Authors: Riedl Richard E. , Gilman Regis , Tashner John H. , Bronack Stephen C. , Cheney Amy , Sanders Robert , Angel Roma
Published: May 2011

The development of learning communities has become an acknowledged goal of educators at all levels. As education continues to move into online environments, virtual learning communities develop for several reasons, including social networking, small group task completions, and authentic discussions for topics of mutual professional interest. The sense of presence and copresence with others is also found to be significant in developing Internet-based learning communities. This chapter illustrates the experiences with current learning communities that form in a 3D immersive world designed for education. Faculty at Appalachian State University (ASU) have developed and taught the graduate instructional technology program in an award-winning 3D world setting for several years. Additional ASU faculty and program areas are currently transitioning into this environment. Further, colleagues from major universities in other countries are using this environment for their students to work and to collaborate across time and distance. Telecommunications technologies in education (exposing the graduate students to the breadth of IT experiences and knowledge required), hypermedia, and advanced Web design are examples of ITrelated courses offered in the graduate program. The results of these experiences highlight the efficacy of this tool toward the formation of authentic communities within 3D Internet-based worlds as online distance education environments continue to evolve.
The MOT+Visual Language for Knowledge-Based Instructional Design
Authors: Paquette Gilbert , Léonard Michel , Lundgren-Cayrol Karin
Published: May 2011

This chapter states and explains that a Learning Design is the result of a knowledge engineering process where knowledge and competencies, learning design, media and delivery models are constructed in an integrated framework. Consequently, we present our MOT+ general graphical language and editor that help construct structured interrelated visual models. The MOT+LD editor is the newly added specialization of this editor for learning designs, producing IMS-LD compliant Units of Learning. The MOT+OWL editor is another specialization of the general visual language for knowledge and competency models based on the OWL specification. We situate both models within our taxonomy of knowledge models respectively as a multi-actor collaborative process and a domain theory. The association between these “content” models and learning design components is seen as the essential task in an instructional design methodology, to guide the construction of high quality learning environments.
coUML
Authors: Derntl Michael , Motschnig-Pitrik Renate
Published: May 2011

In this chapter we present coUML, a visual modeling language for cooperative environments. As modern instructional environments have a highly cooperative nature, coUML is proposed as a powerful and effective language for modeling instructional designs in such environments. Being based on UML, it was conceived and refined through application and experience over multiple years, primarily in a cooperative blended learning environment. We present relevant requirements and applications that contributed to the development of coUML, as well as a detailed specification of model elements, characteristics and features that describe its current state.
Wireless Computer Labs
Authors: Tomei Lawrence A.
Published: May 2011

In February 2000, three seemingly unrelated events came together to present a unique challenge at one mid-Atlantic university—a challenge that is being experienced more and more by colleges and universities across the country. First, the faculty approved a new undergraduate teacher preparation curriculum that would include instructional technology in both the first two semesters of the freshman year and three semesters in their junior and senior years—12 new sections of technology- based training. Second, a graduate degree in instructional technology was growing beyond even its most optimistic predictions. In less than four semesters, enrollment increased from 24 to 140 students. Third, funds, staffing support, and classroom space had not been programmed for yet another much-needed computer facility and renovations to available space were cost-prohibitive. To meet the demands for more technology resources, a new multimedia classroom was proposed. Estimated to cost over $200,000, the proposal was rejected by senior administrators due to budgetary considerations. It was clear that to resolve this dilemma, the program director needed to think “outside the box”.
Personalised Learning
Authors: Doherty Iain , Blake Adam
Published: May 2011

The authors consider personalised learning in the context of delivering a specialist postgraduate course – ClinEd 711, ELearning and Clinical Education – at the Faculty of Medical and Health Sciences, University of Auckland. They describe the pedagogical theory underlying the course design and their experience of delivering ClinEd 711 with particular reference to the personalised learning process that the course design facilitated. They present their research results for the student experience of ClinEd 711 and discuss changes made to the course as a result of student feedback. They make reference to the introduction of student-led modules to further personalise the students’ learning experience. ClinEd 711 is a specialist postgraduate course with low student numbers; with this in mind the authors discuss the implications of their pedagogical approach for those educators involved in teaching larger classes. They conclude their paper with a discussion of the role of the educator in personalised learning.
Learning Object Based Instruction
Authors: Stone Alex
Published: May 2011

Imagine a vast repository of digital materials that includes an unlimited supply of instructional videos, interactive multimedia exercises, links to Web sites, reading exercises, recorded interviews with experts, interactive graphs, charts, diagrams, photographs and maps—and nearly any other form of digital instruction— all organized according to academic standards, instructional objectives, and specific topics addressed. Teachers could log in to the repository via the Internet, type a simple search string and instantly access hundreds of pertinent instructional sequences that they could use to enhance their teaching practices in both the classroom and in the virtual learning environment. This vision has been the driving force behind a form of instructional technology called learning objects (LOs), and it is becoming an increasingly relevant topic within the field of instructional technology today.
Student Decision Making in Technology Application
Authors: Ahmed Ali , Elfessi Abdulaziz
Published: May 2011

This study investigated factors that influence students’ decision-making processes in selecting a classroom or online course, student technology skills and experience, and concerns students have about Internet integration. Students completed a survey questionnaire and web-based pretests and posttests. A Likert scale instrument was completed by students in both a control group and an experimental group. Independent two-sample t-tests and an analysis of covariance (ANCOVA), using the initial score as the covariate, were conducted. Level of significance (alpha) was set at .05 to achieve statistical significance for all analyses. Both groups in this study were full-time, on-campus students with access to the same technology resources. Findings reveal that students’ perceptions and experiences were quite similar.
A Video Game, a Chinese Otaku, and Her Deep Learning of a Language
Authors: Feldmesser Kim
Published: May 2011

The design of serious games based on sound learning and instructional principles is important to ensure learning is integrated in the ‘game-play’. However, the process of achieving this is not yet fully understood, and research is hampered by the lack of practical demonstrations of how effective instructional design is when used alongside game design. This chapter provides an example of a successful application of instructional design to the development process of a serious game for traffic accident investigators in the Dubai police force. We use the findings from an experiment conducted for 56 police officers to analyze how learning objects are affected by the instructional principles used. To conclude the chapter, we describe the implications of the use of serious games in the police force for policymakers, educators, and researchers.
Animated Computer Education Games for Students with ADHD
Authors: Dielmann Kim B. , Meaux Julie
Published: May 2011

Children and adolescents with Attention Deficit Hyperactivity Disorder (ADHD) have difficulty maintaining attention, controlling their activity level, and they typically demonstrate poor interpersonal relationships skills. Because of their challenges, educational performance tends to suffer. Paradoxically, when seated in front of a videogame or computer program they enjoy, the performance of individuals with ADHD becomes similar to non-ADHD peers. The purpose of this chapter is to present a conceptual framework for understanding the factors that affect the outcome of individuals with ADHD, and to demonstrate how instructional design models can be used to guide the design and implementation of animated computer education games as instructional tools for this population. Specifically, the FIDGE model and Gagné’s Nine Events of Instruction are evaluated for their contributions to understanding the unique technological needs of the ADHD learner.
Barriers to and Strategies for Faculty Integration of IT
Authors: Brinthaupt Thomas M. , Clayton Maria A. , Draude Barbara J.
Published: May 2011

At most institutions of higher education, faculty members wear many “hats.” Among other responsibilities, they are expected to teach, conduct research, and participate in institutional and public service. Within the teaching realm, faculty members have always had multiple responsibilities. For example, in addition to being content experts, they may need to become course design, assessment, communication, community or interaction experts. Instructors can be described as architects, consultants, resources, reviewers, and role models (Oblinger & Hawkins, 2006). It is primarily (though not exclusively) in the teaching realm where instructional technology (IT) is relevant. The more that faculty utilize IT, the more the non-content aspects of teaching become salient. Depending on level of faculty expertise, asking them to increase the time and effort they put into their teaching might reduce the time and effort they can devote to research, service, and other institutional requirements and responsibilities. Why should they, especially if there is very little acknowledgment or tenure/promotion credit given for incorporating IT into their teaching? This is, in part, why many faculty members may have to be dragged “kicking and screaming” into using these technologies.
Addressing Emotions within E-Learning Systems
Authors: Zurloni Valentino , Mantovani Fabrizia , Mortillaro Marcello , Vescovo Antonietta , Anolli Luigi
Published: May 2011

Emotions are attracting growing attention within the instructional design research community. However, clarification is still required as to how exactly to address emotions within the field of e-learning. The aim of this chapter is twofold. Firstly, we will focus on the reasons for including emotions within the instructional technology domain, and in particular, on the relevance of emotions to computer-based learning. The need for specific theory in this regard is heightened by the current drive to design instructional devices that interact with learners in a motivating, engaging, and helpful way. Secondly, within the framework affective computing paradigm, the different modalities for detecting emotions in instructional technology contexts will be systematically reviewed, and the strengths and limits of each will be discussed on the basis of the most up to date research outcomes. Finally, a tentative architecture for emotion recognition in computer-based learning will be proposed, focusing on the adoption of a multimodal approach to emotion recognition, in order to overcome the limitations and the difficulties associated with individual modalities.
Plagiarism and the Community College
Authors: Maddox Teri Thomson
Published: May 2011

Although plagiarism is a problem in all educational institutions, the diversity of the community college student population and of the community college mission creates even more challenges. The purpose of this chapter is to discuss characteristics of community college students, define intentional and unintentional plagiarism, and provide methods that faculty can use to help students avoid both kinds of plagiarism.
Motivation and Multimedia Learning
Authors: Low Renae
Published: May 2011

In the field of multimedia learning, although research on cognitive effects and their implications for instructional design is rich, research on the effects of motivation in a multimedia learning context is surprisingly scarce. Since one of the major goals of providing multimedia instruction is to motivate students, there is need to examine motivational elements. In this chapter, we focus on 4 major motivation theories–expectancy-value theory, self-efficacy, goal-setting and task motivation, and self-determination theory–and two motivation models–ARCS model and the integrated model of cognitive-motivational processes–that are derived from multimedia research; review the literature on motivation in multimedia learning contexts, suggest that researchers and practitioners take into account a number of essential aspects to ensure that motivation features incorporated in multimedia learning resources optimize learners’ experience; and point out future research directions in model building, hypothesis testing, examining individual differences, and carrying out longitudinal studies.
Performance Case Modeling
Authors: Douglas Ian
Published: May 2011

This chapter introduces Performance Case modeling as a means of conducting a performance analysis. It argues that the design of any instruction focused on practical subjects should be preceded by understanding of the performance requirements for graduates of a course of instruction. This understanding is facilitated by the collaborative creation of diagrams that identify the different roles a performer takes and their associated goals, together with documentation of performance measures for the goals. The measures serve as a baseline for the evaluation of instructional effectiveness. Other approaches to visual languages in instructional design have been more focused on modeling the architecture of the instructional system rather than the performance environment in which its graduates will be expected to perform. The approach described is based on UML Use Cases and serves to focus thinking on the performance analysis that should occur prior to the design of instruction.
Instructional Game Design Using Cognitive Load Theory
Authors: Huang Wenhao David , Johnson Tristan
Published: May 2011

This chapter proposes an instructional game design framework based on the 4C/ID-model and cognitive load theory, its associated theoretical foundation. The proposed systematic design framework serves as the processing link to connect games’ powerful characteristics in enhancing learning experience with desired learning outcomes. In this chapter we focus on the cognitive aspect of learning outcome: the development of transferable schema. This chapter introduces design guidelines to attain specific game characteristic by prioritizing the design components in 4C/ID-model. Each game characteristic consists of three levels of design emphasis: preliminary, secondary, and tertiary. The ultimate goal of this chapter is to initiate a series of dialogue between cognitive learning outcome, systematic instructional design, and instructional game design thereby seeking to improve the overall game design and instructional efficiency.
Time-Based Confidentiality Enhancement Scheme for Mobile Wireless Networks
Authors: Zheng Qunwei , Hong Xiaoyan , Liu Jun , Tang Lei
Published: May 2011

A multi-hop wireless network with highly dynamic members and mobility is vulnerable to many attacks. To address this problem, we propose a novel time-based approach that exploits mobility. In our scheme, the source sends shares at different times. Due to node mobility, these shares will be routed through different intermediate nodes. It is highly unlikely that a particular intermediate node is able to be on many of these routes and to collect enough shares to reconstruct the original message. The scheme is particularly suitable for applications that can tolerate long message delays, as studied in Delay Tolerant Networks. The article focuses on analyzing the feasibility of this scheme. We describe a general approach to calculate the probability of intercepting enough shares by arbitrary nodes, together with simulations. The results show that the probability is small. The scheme provides a valuable alternative for delay tolerant applications to enhance message confidentiality.
On Peer-to-Peer Location Management in Vehicular Ad Hoc Networks
Authors: Mo Zhaomin , Zhu Hao , Makki Kia , Pissinou Niki , Karimi Masoumeh
Published: May 2011

Vehicular ad-hoc networks (VANETs) have been gained importance for the inter-vehicle communication that supports local communication between vehicles without any expensive infrastructure and considerable configuration efforts. How to provide light-weight and scalable location management service which facilitates geographic routing in VANETs remains a fundamental issue. In this paper we will present a novel peer-to-peer location management protocol, called PLM, to provide location management service in VANETs. PLM makes use of high mobility in VANETs to disseminate vehicles’ historical location information over the network. A vehicle is able to predict current location of other vehicles with Kalman filtering technique. Our theoretical analysis shows that PLM is able to achieve high location information availability with a low protocol overhead and latency. The simulation results indicate that PLM can provide fairly accurate location information with quite low communication overhead in VANETs.. [Article copies are available for purchase from InfoSci-on-Demand.com]
Multi-Layer Network Performance and Reliability Analysis
Authors: Oikonomou Kostas N. , Sinha Rakesh K. , Doverspike Robert D.
Published: May 2011

The authors describe a methodology for evaluating the performability (combined performance and reliability) of large communications networks. Networks are represented by a 4-level hierarchical model, consisting of traffic matrix, network graph, “components” representing failure modes, and reliability information. Network states are assignments of modes to the network components, which usually represent network elements and their key modules, although they can be more abstract. The components can be binary or multi-modal, and each of their failure modes may change a set of attributes of the graph (e.g. the capacity or cost of a link). Their methodology also captures the effect of automatic restoration against network failures by including two common rerouting methods. To compute network performability measures, including upper and lower bounds on their cumulative distribution functions, we augment existing probabilistic state-space generation algorithms with our new “hybrid” algorithm. To characterize the network failures of highest impact, we compute the Pareto boundaries of the network’s risk space. The authors have developed a network analysis tool called nperf that embodies this methodology. To illustrate the methodology and the practicality of the tool, they describe a performability analysis of three design alternatives for a large commercial IP backbone network. [Article copies are available for purchase from InfoSci-on-Demand.com]