bluuebunny/crossref_metadata_2025 huggingface dataset:
Exploring the Behavioral Dimension of Client/Server Technology Implementation
Authors: Lauría Eitel J.M.
Published: February 2011

This paper explores the impact of human factor and organizational behavior on the outcome of information technology implementation projects. Client/server technology implementation is used as the leading case, given the fact that it is a good example of a major paradigm shift. The results draw attention to the importance of end-user interaction and the maturity level of organizations as significant factors in the success and benefits of the project. Client/server projects seem to be more successful, are executed in a more timely manner, and yield greater benefits when end users take an active participation in some of the stages, particularly during the implementation phase.
To Choose or Not to Choose
Authors: Williamson Kirsty , Lichtenstein Sharman , Sullivan Jen , Schauder Don
Published: February 2011

This paper explores Australian domestic customers’ choices with regard to Internet banking, examining why it is taken up by some Australians and not others. The constructivist conceptual framework and the grounded nature of the method enabled in-depth exploration of key issues not undertaken before by the mainly positivist studies. The purposeful sample of 32 participants was selected to represent the major categories of people relevant to the research. Everett Rogers’ famous analysis of ‘diffusion of innovations’ was one theoretical framework used to illuminate the findings; the other was digital divide factors in relation to banking choices. The findings include 1) that the major motivation for people to adopt Internet banking is convenience, closely linked to time savings and ease of accessibility, as well as confidence and skill in Internet use; and 2) that, at the time of the study, digital divide factors were playing an important part in banking choices.
Validating the End-User Computing Satisfaction Survey Instrument in Mexico
Authors: Heilman George E. , Brusa Jorge
Published: February 2011

This study assesses the psychometric properties of a Spanish translation of Doll and Torkzadeh’s End-User Computing Satisfaction (EUCS) survey instrument. The study provides evidence that the EUCS Spanish version can be used as a valid and reliable measure of computing satisfaction among computer users in Mexico. The study also adds support to the use of the EUCS instrument in the investigation of the perceptions of computer users in countries other than the United States (U.S.) and in languages other than English.
Exploring "Events" as an Information Systems Research Methodology
Authors: Greenhill Anita , Fletcher Gordon
Published: February 2011

In this article we build upon existing research and commentary from a variety of disciplinary sources, including information systems, organisational and management studies, and the social sciences that focus upon the meaning, significance and impact of “events” in the information technology, organisational and social context. Our aim is to define how the examination of the event is an appropriate, viable and useful information systems methodology. The line of argument we pursue is that by focusing on the “event” the researcher is able to more clearly observe and capture the complexity, multiplicity and mundaneity of everyday lived experience. An inherent danger of existing traditional “event” focused studies and “virtual” ethnographic approaches is the micromanagement of the research process. Using the notion of “event” has the potential to reduce methodological dilemmas such as this without effacing context (Peterson, 1998, p. 19). Similarly, in this article we address the overemphasis upon managerialist, structured and time-fixated praxis that is currently symptomatic of information systems research. All of these concerns are pivotal points of critique found within event-oriented literature regarding organisations (Gergen & Thatchenkery, 2004; Peterson, 1998).
Modeling Sociotechnical Change in IS with a Quantitative Longitudinal Approach
Authors: de Vaujany François-Xavier
Published: February 2011

The following article suggests a critical realistic framework, which aims at modeling sociotechnical change linked to end-users’ IT appropriation: the “archetypal approach.” The basic situations it includes (the “sociotechnical archetypes”), and the possible appropriative trajectories that combine them, together with three propositions linked to the model, are developed. They are illustrated by means of a case study describing the implementation of an e-learning system within a French university. Then, the article presents an instrumentation of the theoretical framework, based on a quantitative longitudinal approach: the Process Patterns Recognition (PPR) method. This one draws mainly on Doty, Glick and Huber (1993, 1994), who propose to evaluate the distance between organizational archetypes and empirical configurations by means of Euclidean distance calculus. The adaptation consists of evaluating the distance between appropriative trajectories (embodied by series of theoreti-cally specified vectors) and empirical processes linked to the implementation of computerized tools in organizations. The PPR method is then applied to the same organizational setting as the one related to the case study. It validates the relevance of this type of a research strategy, which makes it possible to model sociotechnical dynamics related to end-users’ IT appropriations.
From Beliefs to Success
Authors: McGill Tanya , Bax Samantha
Published: February 2011

The technology acceptance model (TAM) is a popular model for the prediction of information systems acceptance behaviors, defining a causal linkage between beliefs, attitudes, intentions, and the usage of information technologies. Since its inception, numerous studies have utilized the TAM, providing empirical support for the model in both traditional and Internet-based computing settings. This article describes a research study that utilizes an adaptation of the TAM to predict successful Web page development, as an introduction of the TAM to a new domain, and the testing of a new dependent variable within the model. The study found some evidence to support the use of the TAM as a starting point for the prediction of Web development success, finding causal linkages between the belief constructs and the attitude constructs, and the intent construct and the successful development of Web pages. However, additional research is required to further study the expanded model introduced within this article.
Successes and Failures of SAP Implementation
Authors: Bondarouk Tanya , Riemsdijk Maarten van
Published: February 2011

In this article, we conceptualize the implementation process associated with SAP_HR as an experiential learning one (Kolb, 1984), and analyze qualitative data collected using discourse analysis during a sixmonth case study. We saw that a lack of communication plus misunderstandings between the different parties involved in the project led to mistakes in working with the system. However, with encouragement from the “top” to improve learning, working with the system became easier for the whole group involved and for the individual users. Although Kolb’s theory is widely acknowledged by academics as a fundamental concept that contributes towards our understanding of human behavior, we propose another use: to consider this theory in association with an IT implementation strategy to identify the mechanism of IT adoption in an organization.
Several Simple Shared Stable Decision Premises for Technochange
Authors: Diamond Richard
Published: February 2011

This study explores decision premises that were used to manage and stabilise a complex technochange programme in a financial institution. Decision premises were extracted from business maxims, principles and rules using linguistic techniques. In the paper, the premises are juxtaposed with their consequences. The evidence of documents, observable practices and software configurations supports the analysis. It is found that decision premises form a hierarchical, self-causal as well as self-contradictory system of reasoning that was applied over any individual situation, particularly a conflict. By virtue of being several but not many, decision premises reinforce the 80-20 rule of many consequences stemming a few causes. In the case firm, decision premises were used in order to make technochange efficient as well as institute cost-saving and business ownership of software development. But there were drawbacks of intensified politics, software development delays, short-sighted capability decisions and work fragmentation for the front-line employees.
Human-Technical Interface of Collision Risk Under Dynamic Conditions
Authors: Vinnem Jan Erik , Liyanage Jayantha P.
Published: February 2011

The collision risk between a Shuttle tanker and a FPSO (Floating, Production, Storage, and Offloading) is substantial during oil off-loading operations. Various human and organizational factors are in fact said to have major shares in this collision risk exposure. The purpose of this paper is to look into this collision risk scenario and to explore issues related to, for instance, demands on the operational role of human, critical human and organizational factors that contribute to risk level, and potential early measures for risk mitigation under dynamic conditions. This was in fact a learning case that brought a number of interesting but critical issues to the surface as elaborated in the paper.
Getting Involved
Authors: Godejord Per Arne
Published: February 2011

This article describes a unique, educational project within the field of ethics and computers that was implemented in the undergraduate study of computer science in 2002. Nesna University College has been using the example of sexual abuse of children in case study teaching in social informatics, in order to create an environment for intrinsically-motivated learning within the field of ethics in computer science. The project also gave the students a unique opportunity to get involved both emotionally and practically in the field of social informatics. The project is run in cooperation with Save the Children Norway and the Norwegian National Crime Squad. The computer science education at Nesna University College is the only computer science education in the world which has sexual abuse of children as the main topic on the computer science curriculum. The computer science students provide both the Save the Children Norway and the National Criminal Investigation Service with reports on various topics such as secure chat, camera phones and possible abuse, Freenet as a tool for sexual abuse, and so on.
The Effect of Choice and Announcement Duration on the Estimation of Telephone Hold Time
Authors: Kortum Phillip , Bias Randolph G. , Knott Benjamin A. , Bushey Robert G.
Published: February 2011

If a caller is placed on hold when they call a business, about half will hang up before the call is answered. Of those that hang up, only half of those will call back (Staino, 1994). Optimizing the on-hold experience has the potential to reduce hang-ups and make being put on hold more palatable to the caller. The current study assessed the influence of the opportunity to make a music choice and the length of pre-music announcement duration on perceived on-hold durations and customer satisfaction. Subjective assessments of on-hold times were significantly shorter with longer announcements, but satisfaction did not change. The chance to choose music improved satisfaction, but did not significantly reduce subjective time estimates. To test if multiple within-subject trials might have led to prospective time judgments, a between-subjects design replication was conducted, with each participant estimating only one time interval. A similar pattern of results was obtained.
Hand Measurements and Gender Effect on Mobile Phone Messaging Satisfaction
Authors: Balakrishnan Vimala , Yeow P.H.P.
Published: February 2011

A total of 110 participants were interviewed to investigate the effect of hand measurements and gender on mobile phone messaging satisfaction. Physical measurements of hand-size and thumbs were recorded. This study focused on mobile phone keypad design factors; namely, key size, shape, texture, space between keys, layout and keypad simplicity. Females were found to be more satisfied with the key size and space between keys, whereas males are more satisfied with key shape. Users with smaller hands and thumbs were found to be more satisfied with key size and space between keys compared to those with larger hands and thumbs. One of the recommended improvements was to have larger keys with more space between them. Results obtained can be used by mobile phone designers to design customized mobile phones, for example, mobile phones that suit users with larger hands and thumbs, especially males.
The Case for Open Access Networks
Authors: Flournoy Don , LeBrasseur Rolland , Albert Sylvie
Published: February 2011

Efforts to keep the broadband Internet a free and open public utility are much in the news. In the context of the Network Society, the authors examine some of the publicly stated arguments and positions being taken in the articulation of “net neutrality” and “open source” practices and principles. The article explores the difficult technical challenges present in maintaining “open access” telecommunications networks using proprietary technologies. From a global perspective, industry groups have strong incentives to work together to adopt universal technical standards. With more open technical standards, open source applications and products can be accelerated and made more pervasive. Collaboration among businesses, national governments, and public sectors are seen as key to implementing policies that lead to public participation in economic and social development both locally and globally. The principal means by which all these approaches can be sustained is to keep the Internet accessible, free and open for all.
Internet-Enabled User Interfaces for Distance Learning
Authors: Liu We , The Keng Soon , Peiris Roshan , Choi Yongsoon , Cheok Adrian David , Mei-Ling Charissa Lim , Theng Yin-Leng , Nguyen Ta Huynh Duy , Qui Tran Cong Thien , Vasilakos Athanasios V.
Published: February 2011

The advent of Internet technologies since decades ago has propelled distance learning drastically. In this modern world, knowledge develops so fast that the amount of intellectual information that needs to be learnt before it becomes obsolete again is so huge. Distance learning through the use of Internet technologies has the advantage of being able to get across the information to the students remotely and effortlessly. The other advantage, which is the main focus of this paper, is that students are able to learn from their instructors on an entirely new media platform - the Internet-enabled and tangible user interface. This paper discusses how to use two main new media: multi-modal Internet technologies, namely remote physical interface and remote augmented reality technology in distance learning.
User-Centred Systems Design as Organizational Change
Authors: Gulliksen Jan , Cajander Åsa , Sandblad Bengt , Eriksson Elina , Kavathatzopoulos Iordanis
Published: February 2011

This paper presents a longitudinal case study in which six Human-Computer Interaction (HCI) researchers worked extensively in an action research cooperation with a public authority over a period of four years. The purpose of the cooperation was to increase the focus on usability in the authority, and the main research question was how user centered systems design and increased awareness on work environment in relation to computer usage could promote organizational change in a public authority. The overarching research approach in this project has been action research and the data used in this paper is derived from an evaluation performed at the end of the project, as well as through our experiences from working with the project. The results involve aspects relating to organizational issues, management support, strategic documents and end-user participation. Moreover the results include methodological support for bringing users and developers closer together and individual and organizational attitudes to development. The purpose of this paper is to make some general conclusions on how to bring about change when approaching a large public authority with the purpose of introducing usability and user centered systems design.
‘Listening to the Voices of the Users' in Product Based Software Development
Authors: Iivari Netta , Molin-Juustila Tonja
Published: February 2011

(IT) development, but it is often challenging, especially in the product based software development context. This article critically examines the practice of ‘listening to the voices of the users’; how it is accomplished in product based software development. First literature addressing users’ role in the product development context is reviewed. Afterwards, empirical analysis in three IT companies involved in product business but with different degrees of productization is carried out. In the analysis, the focus is on: 1) Where do the uses’ voices come from? 2) When are the users’ voices listened to? 3) What happens to the users’ voices; whether and how do they affect the development? 4) What are the challenges and particularities of each case? The analysis reveals similarities but also clear differences between the cases. Implications both for theory and practice discussed.
On User Experience Measurement Needs
Authors: Ketola Pekka , Roto Virpi
Published: February 2011

Measurements related to user expectations, behaviors and experiences can provide useful data to many roles and teams in a company. Each role provides different views to the question “what should be measured, and why?” We conducted an empirical study on user experience (UX) measurement needs at different units and levels in one corporate (Nokia) and asked which kinds of UX measurements would be useful for different functions. We identified common UX measurement needs on 8 different themes.
Social Computing
Authors: Joseph Rhoda C.
Published: February 2011

This article examines the area of social computing and its implications for electronic government (e­-government). Social computing is a broad term that refers to different products and services that supports human interaction in a computer mediated environment. Terms such as online communities, peer networking, and social software have overlapping meanings with social computing (Parameswaran and Whinston, 2007). E-government refers to the delivery of government services via information and communications technology to citizens, businesses, employees, government agencies and special interest groups. In this article we present a theoretical model for the application of social computing in the area of e-government and we use an analysis of state websites to assess the extent of social computing development in the e-government domain. Our findings indicate that social computing is in its infancy in e-government applications. We make recommendations and analyze the potential value and challenges of social computing in e-government.
E-Learning with the Network
Authors: Passerini Katia , Walsh Diana
Published: February 2011

This article reviews the use of e-learning in various organizations. It highlights recent changes in e-learning paradigms such as the shift from an individual to a social event where the power of the network is fully exploited by immersing learners in an interconnected educational experience. The discussion also maintains that the path to an effective e-learning growth entails the use of “temporary virtual communities” which are convened for a specific amount of time to achieve the same educational objectives. While current programs are not yet aligned with learners’ preferences, organizations are starting to understand emerging learning patterns and the new generations’ need for continuous interactivity, communication and collaboration in an ‘always on’ connectivity model.
C2C Business Models
Authors: Pathak Bhavik
Published: February 2011

Compared to the research on B2B and B2C models, research on C2C models has been less extensive and narrowly focused on the electronic marketplaces. This undermines the analysis of the potential implications of C2C models for online retailing. In this paper, I have redefined C2C to extend its scope, studied and categorized various C2C models that facilitate trading or sharing of products and information, and provided comprehensive analysis of the implications of these models for online retailing. This research provides a framework to put various consumer-centric business models such as virtual communities, electronic marketplaces, and peer-to-peer networking applications into the C2C perspective and categorize these models based on the nature of transaction between consumers.
Measuring Similarity of Interests for Clustering Taggers and Resources
Authors: Dichev Christo , Xu Jinsheng , Dicheva Darina , Zhang Jinghua
Published: February 2011

Collaborative tagging systems demonstrate the potential to generate collectively built organization structures forming the basis for social navigation and shared knowledge. The effectiveness of these systems for finding and re-finding information depends not only on the created tag structures but also on the ability to identify similar users. In this article, we present our study on measuring user similarity based on shared interests, utilizing data from del.icio.us. The authors propose several methods for measuring similarities aimed at clustering tags and users. They also report our initial results related to implicit grouping of tags and users.
Social Support for Ontological Mediation and Data Integration
Authors: Correndo Gianluca , Alani Harith , Salvadores Manuel
Published: February 2011

Most organizations store their data in several databases with no flexible mechanism for integration and access, and with no common vocabulary in place. Maintaining local vocabularies while realizing distributed access is a challenge that most organizations face regularly. For several years, the Semantic Web community has been developing algorithms for mapping data models (ontologies). Nevertheless, ontology mapping remains to be a great challenge, and humans are always expected to verify the results of existing automatic mapping tools. The spread of social web demonstrate the possibility of using collaborative techniques for reaching consensus and fostering user participation. While a number of prototypes for collaborative ontology construction are being developed, collaborative ontology mapping is not yet well investigated. In this article, the authors describe an approach that combines off-the-shelf ontology mapping tools with social software techniques to enable users to collaborate on mapping ontologies.
The Impact of Customer Churn on Social Value Dynamics
Authors: Kazienko Przemyslaw , Ruta Dymitr
Published: February 2011

Modern telecommunication service providers implicitly create interactive social networks of individuals that both depend on and influence each other through complex social relationships grown on friendship, shared interests, locality, and so forth. While delivering services on the individual basis, the network effects exerted from customer-to-customer interactions remain virtually unexplored and unexploited. The focus of this article is on customer churn, where social network effects are widely ignored yet may play a vital role in revenue protection. The key assumption made is that a value loss of a churning customer extends beyond his revenue stream and directly affects interaction within local neighborhoods. The direction and strength of this impact are evaluated experimentally by direct measurements of the total neighborhood value of the churning customer along with other standard social network measures taken before and after the churn event.
Occupational Networking as a Form of Professional Identification
Authors: Voutsina Katerina
Published: February 2011

The impact of virtual networks on economic activity and organizational affairs has long occupied the Information Systems (IS) academic community. Yet what has been paid less attention is the impact of networks on the way contemporary workers perceive themselves at work. Taking into account this gap in the literature, the paper aspires to bring forward issues referring to the implication of virtual networks in the construction of occupational identity of highly-skilled Information Technology (IT) contractors. Drawing upon data from interviews with thirty highly-skilled IT contractors, the paper suggests that the virtual networks among IT contractors and individuals who share the same occupational interests become for the contractors the locus of social interaction, the hub of knowledge generation, the source of occupational control and thus the primary object of professional identification.
Impact of Social Networking on College Students
Authors: Kanagavel Rajalakshmi , Velayutham Chandrasekharan
Published: February 2011

In today’s world where Internet has experienced tremendous growth, social networking sites have become highly significant in peoples’ lives. This comparative study between India and the Netherlands will concentrate on youngsters more precisely college going students in Chennai and Maastricht. The research explores how college students create identity for themselves in the virtual world and how they relate to others online. It will analyze the cultural differences from the youth perspective in both the countries and discuss whether social networking sites isolate youngsters from the society or help them to build relationships; the participation in these sites is also explored. Survey technique, interview, and online observation were the research methods used. Findings show that Indian students spend more time in these sites than Dutch students and Dutch students participate more actively than Indian students. It was also found that virtual interaction taking place in these sites is just a supplement to real life interaction.
Comparing Foreign Language Learners’ Use of Online Glossing Programs
Authors: Loucky John Paul , Tuzi Frank
Published: February 2011

This study furthers research in three crucial related areas: 1) comparing various online glossing and vocabulary learning tools; 2) language teaching and learning using a more natural bilingualized approach to developing online reading skills in a second or foreign language; and 3) comparing the relative level of enjoyment and effectiveness students experience when using various CALL programs. This paper applies recent insights into vocabulary learning behaviors and functions online and investigates whether teachers can help learners increase their use of online glosses to improve their vocabulary learning by giving them automatic mouse-over instant glosses versus optional, clickable, mechanical access. The authors compare Japanese college students’ actual use of three types of glossing when reading similar texts online. The findings suggest that an expanded glossing system that helps encourage deeper lexical processing by providing automatic, archivable glosses would be superior for digital vocabulary learning because it can simultaneously offer better monitoring and more motivation vis-à-vis online word learning.
Reshaping the Structure of Learning Objects in Light of Metacognition
Authors: Valenti Salvatore , Falsetti Carla , Ramazzotti Sulmana , Leo Tommaso
Published: February 2011

This paper is aimed to re-discuss the organization of learning objects in the realm of current research on metacognition. After a discussion on the structure of learning objects in the light of current standardization initiatives, a new model is proposed that explicitly introduces the representation of the learning design, expressed in terms of a metacognitive framework and of navigational aids. Then, an example of the proposed structure put in practice is discussed by showing the metacognitive framework for a learning object devoted to the fan-plate system (a basic experiment in a course on automatic controls). In the last section, a learning content management system currently under development, which natively implements our model of a learning object, is presented.
In the Future
Authors: Straub Richard
Published: February 2011

Earning and learning go hand-in-hand. In a business environment that is constantly growing and changing due to new innovations, advanced technology and market conditions, organizations must find new ways to enable rapid responses to the needs of their customers and the marketplace. This means having an adequately-educated workforce that will not only respond to evolving issues, but even foresee upcoming trends and proactively pursue these arising challenges. Businesses that understand how learning can enhance productivity, enable development of employee potential, and empower employees and teams to innovate will be the businesses that profit well into the future.
Using Web-Based Technologies in a Graduate Class to Develop an Entrepreneurship Knowledge Portal
Authors: Jones Nory B. , Golann Bret , Vollmers Gloria
Published: February 2011

The purpose of this article is to share the experiences and lessons learned from an experimental graduate class using Web-based technologies that resulted in the development of a statewide entrepreneurship knowledge portal. Given the demands for Web-based systems and technologies to facilitate entrepreneurship, this class experience could be used as a model to help other states build or improve upon their entrepreneurial Web-based systems. The research was driven by the results of a comprehensive Kauffman Foundation study of Maine entrepreneurs’ needs. This article also explores issues and challenges associated with teaching a complex course using complex Web-based technologies, distance delivery techniques, and working with entrepreneurs to meet their needs.
Behaviour Analysis for Web-Mediated Active Learning
Authors: Pahl Claus
Published: February 2011

Software-mediated learning requires adjustments in the teaching and learning process. In par¬ticular active learning facilitated through interactive learning software differs from traditional instructor-oriented, classroom based teaching. We present behavior analysis techniques for Web-mediated learning. Motivation, acceptance of the learning approach and technology, learn¬ing organization and actual tool usage are aspects of behavior that require different analysis techniques to be used. A combination of survey methods and Web usage mining techniques can provide accurate and comprehensive analysis results. These techniques allow us to evaluate active learning approaches implemented in form of Web tutorials.
Web-Based Education Accountability System and Organizational Changes
Authors: Ma Xueguang , Rada Roy
Published: February 2011

The learning and accountability needs in a teacher education department drove the development of a novel, Web-based education accountability system (EAS). To fit the EAS with the organization, actor-network theory (ANT) was used to guide the social and technological development. In the course of this fitting, a novel multi-dimensional perspective to ANT was formalized. Four dimensions of organizational culture, power/politics, process/operation and profession were used. Participant observation, field notes and interviews were used to surface negotiations during periods of controversy to reveal how standard teacher education practices were created and recreated. Detailed translations occurring at multiple levels provided insight into the technical agency of the EAS and how its inscriptions shaped the emergence of a socio-technical information systems (IS) solution for a teacher education program.
Asynchronous Learning
Authors: Aggarwal A. K. , Turoff Murray , Legon Ron , Hackbarth Gary , Fowler Danni
Published: February 2011

This paper presents a discussion of emerging pedagogical, technical and regulatory issues in asynchronous learning. Based on discussions with several faculty members with more than 6 years of e-teaching experience, as well as administrators and business advisory board members, the paper presents several ongoing experiments and discusses the authors’ experiences with asynchronous learning. The paper should be useful for universities considering asynchronous learning, as well as businesses entering the asynchronous learning software market. The paper discusses the needs and opportunities for developing products compatible with emerging standards such as shareable content object reference model (SCORM), up-and-coming mobile broadband network technologies like 4G and identification technologies such as active RFID.
Role Adjustment for Learners in an Online Community of Inquiry
Authors: Cleveland-Innes Martha , Garrison Randy , Kinsel Ellen
Published: February 2011

This study outlines the process of adjustment learners experience when first participating in an online environment. Findings from a pilot study of adjustment to online learning environments validate differences found in three presences in an online community of inquiry. Using pre- and post-questionnaires, students enrolled in entry-level courses in two graduate degree programs at Athabasca University, Canada, describe their adjustment to online learning. Responses were analyzed in relation to the elements of cognitive, social, and teaching presence, defined by Garrison, Anderson, and Archer (2000) as core dimensions of student role requirements in an online community of inquiry. In each of these presences, five areas of adjustment characterize the move toward competence in online learning: interaction, self-identity, instructor role, course design, and technology. Student comments provide understanding of the experience of first time online learners, including the challenges, interventions, and resolutions that present themselves as unique incidents. Recommendations for the support and facilitation of adjustment are made.
Accessible E-Learning
Authors: Babu Rakesh , Midha Vishal
Published: February 2011

The transformation of the world into a highly technological place has led to the evolution of learning from the traditional classroom to e-learning, using tools such as course management systems (CMS). By its very nature, e-learning offers a range of advantages over traditional pedagogical methods, including issues of physical access. It is particularly useful for people with sensory limitations as it offers a level playing field for them in learning. This study examines the accessibility, usability, and richness of CMS used for e-learning in institutions of higher education. A model is proposed that underscores the influence of accessibility, usability, and richness of the CMS, coupled with learning motivation on the learning success as perceived by students with sensory limitations. The model is tested by surveying university students with sensory limitations about their views on the course management system used. The results sug-gested that accessibility and usability of a CMS have a positive influence on the learning success as perceived by students with sensory limitations.
The Role of Organizational, Environmental and Human Factors in E-Learning Diffusion
Authors: Gwebu Kholekile L. , Wang Jing
Published: February 2011

Improvements in technology have led to innovations in training such as Electronic Learning (E-learning). E-learning aims to help organizations in their training initiatives by simplifying the training process and cutting cost. It also attempts to help employees in their learning processes by making learning readily accessible. Unfortunately, the diffusion of this innovation has not been as successful as was initially predicted. In this article we explore the drivers behind the diffusion of e-learning. Apart from the factors investigated by previous research, we believe that one more dimension—human factors—should be taken into account when evaluating the diffusion of a training innovation, since learners are, to a large extent, the central issue of training. In the case of e-learning we believe that motivation plays a key role in the diffusion of e-learning.
The eLogBook Framework
Authors: Rekik Yassin , Gillet Denis , El Helou Sandy , Salzmann Christophe
Published: February 2011

Convinced by the important role of CoPs (communities of practice) and the innovative learning modality they offer, the École Polytechnique Fédérale de Lausanne is currently developing a framework to sustain interaction, collaboration, and learning in laboratory-oriented CoPs, namely the eLogBook. This paper describes the services provided by this framework, the 3A model on which it is based, and the main features it presents. The eLogBook presents several innovative features that make it different from other classical collaboration workspaces. The eLogBook offers a high level of flexibility and adaptability so that it can fit the requirements of various CoPs. It allows CoPs’ members to define their own rules, protocols, and vocabularies. The eLogBook also focus on usability and user acceptance thanks to its personalization and contextualization mechanisms. Finally, the eLogBook provides a community’s members with ubiquitous services thanks to its multiple views and its advanced awareness services.
A System for Automatic Evaluation of C Programs
Authors: Mandal Amit Kumar , Mandal Chittaranjan , Reade Chris
Published: February 2011

This article describes a model and implementation of a system for automatically testing, evaluating, grading and providing critical feedback for submitted programming assignments. Complete automation of the evaluation process, with proper attention towards monitoring student’s progress and performing a finegrained analysis is addressed. The tool provides online support to both the instructors and students and is designed for service-oriented integration with a course management system using Web services.
Computer-Supported Collaborative Work and Learning
Authors: Lim John , Yang Yin Ping , Zhong Yingqin
Published: February 2011

Evident and growing research interest has been witnessed on the relationship between the use of computerbased systems and effective communication in group-related activities such as collaborative learning and training. The various terms accorded to this research stream include virtual teams, e-collaboration, computer-supported collaborative work, distributed work, electronic meetings, etc. A notable and well-accepted aspect in the information system field is group support systems (GSS), the focus of this article. The numerous GSS studies have reported findings which may not be altogether consistent. An overall picture is much in want which attends to the synthesizing of the findings accumulated over decades. This article presents a meta-analysis study aimed at gaining a general understanding of GSS effects. We investigate six important moderators of group outcomes, namely group size, task type, anonymity, time and proximity, level of technology, and the existence of facilitation. The results point to important conclusions about the phenomenon of interest; in particular, their implications vis-à-vis computer-supported collaborative learning technologies and use are discussed and highlighted along each dimension of the studied variables.
Re-Examining the Socioeconomic Factors Affecting Technology Use in Mathematics Classroom Practices
Authors: Owens Emiel , Song Holim , Kidd Terry T.
Published: February 2011

Over the past 15 years a considerable amount of research has been devoted to study of the socioeconomic aspects that affect the use of technology in the mathematics classroom. With the call for curricular and instructional reform, educational institutions have embarked on the process to reform their educational practices to aid the urban student in their quest to obtain quality mathematics and science based education with the integration of technology. The study performed was to reexamine the socioeconomic disparities in the mathematics classroom as it relates to implementing technology interventions to support quality teaching and active student learning. This article is to provide empirical evidence of whether these disparities continue to exist and their effects on student achievement in the mathematics classroom. The results of this study showed an overall positive relationship regarding the use of technology interventions within the mathematics classroom with levels of student achievement, showing a clear signs of continued disparities within mathematics classroom.
Suggesting an SOA Framework for Modular Virtual Learning Environments
Authors: Paulsson Fredrik , Berglund Mikael
Published: February 2011

The article suggests a general SOA framework for virtual learning environments, based on the VWE learning-object taxonomy. The SOA framework suggests five basic services for implementation of modular virtual learning environments. The SOA framework was implemented in two prototypes using two different approaches: a Java-RMI-based implementation that was compared to a Web-service-based (SOAP) implementation by using the VWE learning-object taxonomy and the VWE SOA framework. The prototypes showed that a level of modularity, similar to the level of modularity of learning objects, could be achieved for the virtual learning environment as well through the inclusion in the same conceptual space. The comparison of the prototypes showed that the Web service approach was preferred in favor of the Java-RMI approach. This was mainly due to platform neutrality and the use of the HTTP protocol.
Embodied Conceptualizations
Authors: Reichel M. , Kohlhase A.
Published: February 2011

Social tagging systems celebrate enormous growth rates on the World Wide Web. In this article, we want to look at social tagging from an educational perspective, particularly its use for educational environments. We identify the processes underlying social tagging from an embodied-interaction perspective. We will support the thesis that emerging folksonomies are at the base of meaningful interaction processes between user and system. Moreover, they represent embodied conceptualizations whose potential effectiveness in e-learning we will discuss. We will provide an example of e-learning software for children (Amici, implemented by one of the authors) in which social tagging is used to support sharing in a programming environment to showcase how the embodiment of conceptualization is achieved through tagging in the system.
Towards Automated Specifications of Scenarios in Enhanced Learning Technology
Authors: Gavidia A. Ruis , Urban M.A. Sicilia , Garcia-Barriocanal E. , Plazuelos G. Macarro
Published: February 2011

Recent standardization efforts in e-learning technology have resulted in a number of specifications, however, the automation process that is considered essential in a learning management system (LMS) is a less explored one. As learning technology becomes more widespread and more heterogeneous, there is a growing need to specify processes that cross the boundaries of a single LMS or learning resource repository. This article proposes to obtain a specification orientated to automation that takes on board the heterogeneity of systems and formats and provides a language for specifying complex and generic interactions. Having this goal in mind, a technique based on three steps is suggested. The semantic conformance profiles, the business process management (BPM) diagram, and its translation into the business process execution language (BPEL) seem to be suitable for achieving it.
Bridging the Gap Between Instructional Design and Double-Loop Learning
Authors: Spoelstra Howard , Rusman Ellen , Bruggen Jan vin , Koper Rob , Matera Maristella
Published: February 2011

The implementation of double-loop-learning-based educational scenarios in instructional design in workflow-like e-learning systems appears to be showing a gap; whereas the former assumes that processes can be reflected upon and can be modified or amended by the learners, the latter only predefines a limited set of rigid instructional processes. However, an important advantage of instructional designs implemented in workflow-like e-learning systems using modeling standards is the ease with which they can be exchanged with other (educational) institutions. The workflow environment described here aims to make learner reflection and change to instructional processes feasible while maintaining portability. We present a description of the implementation of the educational scenario of the virtual company in our workflow environment that makes use of dynamic workflow processes. Learners are provided with process building blocks, called “atomic actions,” which they can use to create and revise processes on the fly, thus supporting double-loop learning.
Implementation of Efficient Proactive Computing Using Lazy Evaluation in a Learning Management System
Authors: Zampunieris Denis
Published: February 2011

In Zampunieris (2006) we proposed a new kind of learning management system, proactive LMS, designed to help users to better interact online by providing programmable, automatic, and continuous analyses of the users’ actions, augmented with appropriate actions initiated by the LMS itself. The proactive part of our LMS is based on a dynamic rules-based system. However, the main algorithm we proposed in order to implement the rules-running system suffers some efficiency problems. In this article, we propose a new version of the main rules-running algorithm that is based on lazy evaluation in order to avoid unnecessary and time-costly requests to the LMS database when a rule is not activated, that is, when its actions part will not be performed because preliminary check(s) failed.
Exploiting Virtual Environments to Support Collaborative E-Learning Communities
Authors: Bouras Ch. , Guannaka E. , Tsiatsos Th.
Published: February 2011

The main goal of this article is to facilitate educational designers and developers by providing a point of reference for making decisions on how to incorporate 3D environments into the applications they develop as well as for extending their capabilities by integrating more functionality. Therefore, this article presents the design principles for virtual spaces, which aim at supporting multi-user communication in Web-based learning communities. In addition the implementation of these principles is presented, using as point of reference EVE Training Area. This environment constitutes a three-dimensional space where participants, represented by 3D humanoid avatars, have the ability to use a variety of 3D e-collaboration tools for learning together. Furthermore, this article presents collaborative e-learning usage scenarios that could be realized by exploiting collaborative virtual environments.
Web Technologies and the Integration of Different E-Learning Strategies in Education
Authors: Cartelli Antonio
Published: February 2011

The article aims at presenting some experiences concerning new ways of introducing ICT in teaching and especially the use of Web technologies in education. It starts with the analysis of the results that the author obtained with little groups of students, while using special Web sites (i.e., online information systems) for the collection of bibliographies and for the management of data on ancient manuscripts. The observation of the features of the communities (both of learners and of practice) for those classes, led him to hypothesize that information systems could induce the creation of communities where never seen before and new ways of teaching could be introduced in education. Subsequently, the structure of the information system TETIS and its use in a master course for teachers are reported. It is evidenced, among other things, how that system (born for making transparent teaching processes and implementing teachers’ practices) was used together with a traditional e-learning platform for the management of the master course.At last, some introductory results obtained from the use of the TETIS platform are discussed.