Laptop computers in an integrated first-year curriculum
Communications of the ACM
The design of personal mobile technologies for lifelong learning
Computers & Education - VIRTUALITY IN EDUCATION selected contributions from the CAL 99 symposium
Four spaces of network learning models
Computers & Education
Judging the Constructive Impacts of Communication Technologies: A Business Education Study
Education and Information Technologies
The laptop alternative: student reactions and strategic implications
Computers & Education
On-line question-posing and peer-assessment as means for web-based knowledge sharing in learning
International Journal of Human-Computer Studies
International Journal of Mobile Learning and Organisation
Pervasive learning management system components and services for a pervasive m-learning architecture
International Journal of Mobile Learning and Organisation
Participatory simulation framework to support learning computer science
International Journal of Mobile Learning and Organisation
Development of a mobile learning model with usability features for online education
International Journal of Mobile Learning and Organisation
Activity-based scenarios for and approaches to ubiquitous e-Learning
Personal and Ubiquitous Computing
Facilitating adult mobile technology-based learning through problem solving
International Journal of Mobile Learning and Organisation
International Journal of Mobile Learning and Organisation
International Journal of Mobile Learning and Organisation
Implementing studio-based learning in CS2
Proceedings of the 41st ACM technical symposium on Computer science education
Supporting the acquisition of Japanese polite expressions in context-aware ubiquitous learning
International Journal of Mobile Learning and Organisation
An iPhone quiz system for learning foreign languages
CAR'10 Proceedings of the 2nd international Asia conference on Informatics in control, automation and robotics - Volume 3
International Journal of Distance Education Technologies
Hi-index | 0.00 |
This paper describes Studio-1.00, a project aimed at enhancing active learning techniques, interactive programming and the exploration of software development, by the use of mobile notebooks and electronic classrooms. We report on a study that investigated undergraduates' in-class use of wireless notebooks and their learning gains. The study was conducted for three semesters, using qualitative and quantitative methodologies for data collection and interpretation. The results indicated that Studio-1.00 had a positive effect on students achievements, especially for the intermediate/low academic level students or those who had little to no earlier knowledge of Java programming. The class observations revealed four main attributes that characterise studio-based learning: (a) hands-on, real-life problem-solving, (b) multi-interactions among learners and instructors, (c) knowledge sharing and (d) receiving immediate feedback. These attributes, which are suggested to enhance students learning gains, could not have been achieved without the inclass use of wireless notebooks.