The study examined teaching faculty’s educational technology-related performances (ETRP) as a measure for predicting eLearning management in Ghana. A total of valid data ( n = 164) were collected and analyzed on applied ISTE-NETS-T Performance Standards using descriptive and ANOVA statistics. Results showed an overall moderate performance with the highest recorded for technology operation and concepts and the lowest for observance of social, ethical, legal, and human factors. Effects of age and academic discipline on ETRP were significant but gender and professional status had no significant effects.
This chapter presents the findings from a quasi-experimental study analyzing the effect of Game Development-Based Learning on students' academic performance in programming courses in Jordan. The study tested an argument proposing a positive significant association between GDBL instruction and students' performance. The analysis of variance results investigating the effect of enrollment and completion of a concurrent GDBL course to normal courses found that the treatment group outperformed two other groups: the control and the comparison group. The positive gains in the post-assessment scores, were consistent across the two programming courses: C++ and Object-Oriented Programming. This finding confirms the earlier results across countries and contexts documenting the salubrious effect of GDBL on students' academic performance in Computer Science and Information Technology courses. Findings also support the overarching constructionist approach where the use of scaffolding and technology in instruction and assessment yield better academic outcomes for learners.
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The purpose of this chapter is to provide an integrative essay of collaborative learning variables that enhance as well as detract from an e-learning and information technology (IT)-mediated environment. It is common knowledge that a group is only as strong as the individuals who make up the group. Yet in online education there is the assumption that individuals have the skills they need to work within the group successfully. Although there are multiple opportunities for individuals to learn how to interact in a one-on-one setting, there is little formal training on how to work within a group. How to identify, address, and accommodate cultural differences, motivation levels, conflict resolution, expectations, critical thinking, self-organization, and group construction of knowledge are some of the areas that are not typically addressed formally in an academic setting. Successful group projects require that everyone be skilled in these and additional areas to have the potential for an equal and meaningful learning experience as a member of the group. Learning online is a social process involving collaborative efforts which can be mediated by the applications being used.
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