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Article
Publication date: 1 May 1997

Eta de Cicco and BECTa

This article outlines the different types of videoconferencing systems currently available, explains what they do and gives examples of how such systems are being used in…

71

Abstract

This article outlines the different types of videoconferencing systems currently available, explains what they do and gives examples of how such systems are being used in education and libraries. In conclusion, it provides guidance and advice for those thinking of investing in the technology.

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VINE, vol. 27 no. 5
Type: Research Article
ISSN: 0305-5728

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Article
Publication date: 1 June 2002

Rónán O’Beirne

76

Abstract

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Reference Reviews, vol. 16 no. 6
Type: Research Article
ISSN: 0950-4125

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Article
Publication date: 12 June 2009

Rosalind Jones and Jennifer Rowley

The purpose of this exploratory research is to analyse the marketing activities of software companies in the UK educational software sector. The paper aims to explore the…

1439

Abstract

Purpose

The purpose of this exploratory research is to analyse the marketing activities of software companies in the UK educational software sector. The paper aims to explore the marketing environment and to investigate whether there are differences in experiences, attitudes and approaches between different sizes of firms.

Design/methodology/approach

Semi‐structured, in‐depth interviews were undertaken with key respondents who had responsibility for marketing, marketing managers or owner/managers. Themes were identified alongside contextual social and organizational effects.

Findings

The marketplace is dominated by several large firms and heavily influenced by government. Overall, five factors were identified that were experienced by all businesses in the sector: challenges in identifying the “customer”; school's budgetary constraints; the IT competence of teachers; the importance of word‐of mouth recommendations; and, the use of partnerships. Differences between small and large firms centred on: understanding of competitive structure; perception of their business's marketing strengths; and, approaches to communication and interaction with customers.

Research limitations/implications

Proposals for further research are offered.

Originality/value

The paper offers a profile of the educational software marketplace and indicates that a number of marketing issues similarly have an effect on all businesses. Differences in behaviour and attitudes are associated with company size and respondent professional/work expertise. In particular, smaller businesses tend to be customer oriented, but often not market oriented.

Details

Qualitative Market Research: An International Journal, vol. 12 no. 3
Type: Research Article
ISSN: 1352-2752

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Book part
Publication date: 3 August 2017

Matt Bower

This chapter lays contextual foundations for the study and application of technology-enhanced learning design. Key drivers for the integration of technology into learning are…

Abstract

This chapter lays contextual foundations for the study and application of technology-enhanced learning design. Key drivers for the integration of technology into learning are identified, including the intrinsic desire to improve learning outcomes, the development of student digital learning skills, curriculum and syllabus specifications, professional requirements, providing greater access to learning, and catering to student dispositions. The need for a critical approach is established, for instance, by avoiding misconceptions such as ‘digital natives’ and ‘technological determinism.’ A ‘scholarship of teaching’ perspective that uses research evidence as a basis for technology-enhanced learning design is selected as the means for further inquiry.

Details

Design of Technology-Enhanced Learning
Type: Book
ISBN: 978-1-78714-183-4

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Article
Publication date: 1 March 2006

Stephen Mutula, Trywell Kalusopa, Kgomotso Moahi and Justus Wamukoya

The purpose of this paper is to present findings of the design and implementation of an online information literacy module to first‐year students at the University of Botswana.

2510

Abstract

Purpose

The purpose of this paper is to present findings of the design and implementation of an online information literacy module to first‐year students at the University of Botswana.

Design/methodology/approach

The study population consisted of 103 first‐year students in the Department of Library and Information Studies. The population was divided into three equal groups of 34, 34 and 35, respectively, and each assigned a two‐hour slot in the smart computer laboratory weekly for five consecutive weeks, to cover five information literacy topics online. Each group was assigned a tutor who received assignments online and graded them. Each topic was followed by questions for students to answer.

Findings

Findings generally revealed that impartation of information literacy through the online mode could improve students' competencies perhaps more than the face‐to‐face instruction approach. Furthermore, respondents preferred a blended instruction approach to a single learning mode. Contrary to expectations, online instruction might not minimise the copying of each other's work among students to a great extent. Finally, online instruction does not necessarily reduce the amount of workload for staff and students, instead more time is needed to design and administer the course.

Research limitations/implications

The study was limited to first year students in the LIS department. A similar study involving all departments in the University of Botswana would shed more light on the level of information literacy competency among first year students from a cross‐disciplinary perspective.

Practical implications

The major outcome of the study is a re‐usable online information literacy module. The study findings could also be useful in developing interventions to improve the design and delivery of online courses.

Originality/value

Information literacy is a key challenge facing educators all over the world. Case studies such as this provide unique and comparative experiences that advance existing knowledge. For the University of Botswana, the study provides a first insight into the impact of e‐learning on information literacy competency since the implementation WebCT in 2002.

Details

Online Information Review, vol. 30 no. 2
Type: Research Article
ISSN: 1468-4527

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Article
Publication date: 1 October 2007

Chris Abbott

Definitions of assistive technology are varied and sometimes contradictory and this raises particular issues for a new Journal seeking to address this area. A preference for loose…

662

Abstract

Definitions of assistive technology are varied and sometimes contradictory and this raises particular issues for a new Journal seeking to address this area. A preference for loose and wide definitions is seen as leading to a more inclusive grasp of the field. Disability itself is a contested concept and this has affected the approach taken to technology use for groups that have been identified as having special educational needs. A key focus of the Journal of Assistive Technologies is on the practices of technology use, rather than the tools themselves, and this is discussed in the light of the social model of inclusion. The use of the term e‐Inclusion leads to a discussion of a tentative taxonomy of this area: technology to train and rehearse; technology to assist learning and technology to enable learning. Practitioners and researchers from a range of backgrounds are invited to contribute to the debates raised in this article.

Details

Journal of Assistive Technologies, vol. 1 no. 1
Type: Research Article
ISSN: 1754-9450

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Article
Publication date: 14 November 2016

Scholastica C. Ukwoma, Nkiruka E. Iwundu and Ifeanyichukwu Emmanuel Iwundu

The purpose of this study is to identify the digital literacy skills possessed by the students of University of Nigeria, Nsukka (UNN), and the extent to which they use these…

2946

Abstract

Purpose

The purpose of this study is to identify the digital literacy skills possessed by the students of University of Nigeria, Nsukka (UNN), and the extent to which they use these digital literacy skills in their academic works.

Design/methodology/approach

Descriptive survey was adopted for the study, and the population consists of registered students that use the mobile telephone network (MTN) digital library, out of which 10 per cent of the population (281) was sampled for the study. A structured questionnaire was the instrument for data collection. The questionnaire was randomly administered on the respondents who come to use the MTN digital library with particular attention to the different levels of the students. The questionnaire distribution lasted for a week; 281 copies of questionnaire were distributed, out which 184 (65 per cent) responded.

Findings

The study showed that some of the students possess digital literacy skills; they use these digital literacy skills daily. Majority of the respondents indicated that digital literacy has affected their academic performance to a high extent. The major challenges of acquiring digital literacy skills include electricity failure, low internet bandwidth, ICT facilities, lack of development of digital literacy programme and standard.

Practical implications

Implication of this study is that the establishment by MTN has enhanced the development of digital literacy in UNN as many students utilize these facilities.

Originality/value

Librarians and library staff should be adequately equipped with digital literacy skills and competencies to empower them to train and educate users, as information and communication technology (ICT) is a major tool for teaching, learning and research. To achieve this goal, there is a need to engage in public private partnership collaboration to sponsor the provision of these ICT facilities in our institutions of higher learning to enhance literacy learning for national development.

Details

New Library World, vol. 117 no. 11/12
Type: Research Article
ISSN: 0307-4803

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Article
Publication date: 1 March 2006

Robin Hilton

Explains why simple online games are a valuable learning tool, especially for experiential learning, problem solving and interrelationships, where subject matter is abstract…

1259

Abstract

Explains why simple online games are a valuable learning tool, especially for experiential learning, problem solving and interrelationships, where subject matter is abstract. Points out that the aims of interactive and visual teaching techniques must be clear to ensure they add value by improving a child’s knowledge acquisition more effectively than traditional teaching methods. Describes Dubit’s development of new areas of interaction for non‐linear learning in particular: examples are the recent Nintendogs campaign, the CityZones resource for the UK Citizenship curriculum programme, and a mind‐mapping exercise to produce a multilevel network diagram that would relate to black teenagers’ needs on the British Museum website.

Details

Young Consumers, vol. 7 no. 2
Type: Research Article
ISSN: 1747-3616

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Article
Publication date: 26 June 2009

Shailey Minocha

The purpose of this paper is to provide a review of literature on the role of Web 2.0 or social software tools in education.

5378

Abstract

Purpose

The purpose of this paper is to provide a review of literature on the role of Web 2.0 or social software tools in education.

Design/methodology/approach

This paper is a critical and comprehensive review of a range of literature sources (until January 2009) addressing the various issues related to the educator's perspective of pedagogical effectiveness of social software tools.

Findings

The paper provides insights about the: educational goals of using social software tools; benefits to the students, educators and institutions; challenges that may influence a social software initiative; and issues that need to be considered in a social software initiative.

Research limitations/implications

It is hoped that the analysis, as captured in this paper, will highlight the different pedagogical roles of social software: communication, nurturing creativity and innovation, and collaborative learning. The paper will be of interest to researchers in the areas of social software and technology‐enabled learning environments, in general. Further, this paper demonstrates how the analysis of academic literature sources has been combined with commentaries and opinions on the web to develop this literature review.

Practical implications

The review has been written from an educator's perspective: the questions and challenges that an educator encounters when considering the use of social software tools for learning and teaching. The analysis of the literature review in this paper is presented as answers to questions, which educators may have about social software initiatives. The findings in this paper may influence learning and teaching strategies in higher and further education – specifically institutions that are considering the use of social software.

Originality/value

The paper presents theoretical underpinnings related to pedagogical role of social software tools. In this paper, the practical issues and challenges for educators and policy makers who are considering the adoption of social software tools in learning and teaching are analysed. The paper consolidates a variety of literature sources from academic publications, recent reports on social software (2007‐2009), and commentaries and views on social software within the social media itself (blogs, wikis, YouTube).

Details

Education + Training, vol. 51 no. 5/6
Type: Research Article
ISSN: 0040-0912

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Article
Publication date: 20 March 2009

Carl Cross

The purpose of this paper is to describe the initial stages of a year to 18 month project to design and produce a peer designed video game for teenagers for use across Derbyshire…

1969

Abstract

Purpose

The purpose of this paper is to describe the initial stages of a year to 18 month project to design and produce a peer designed video game for teenagers for use across Derbyshire Libraries.

Design/methodology/approach

The context is set with an overview of educational games focusing on the UK experience before examining both commercial off the shelf and bespoke games in schools, universities and libraries in the USA and UK.

Findings

The paper posits a specification it is believed will result in a game which is both educational and fun.

Originality/value

Describes the initial development of a peer designed game for young people.

Details

Library Review, vol. 58 no. 3
Type: Research Article
ISSN: 0024-2535

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