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April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

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As presented in Table 5, the proportion of papers in “Policies, social culture impacts and trends for technologyenhanced<br />

learning” remained high in the “non-specified” learning domain from the first period to the second period<br />

(residual values = 9.0, 8.8, respectively). Additionally, the learning domain in the “Development of New Learning<br />

Systems, Platforms, and Architectures” topic changed from “Engineering” (first period) to “Arts & Languages”<br />

(second period) (residuals = 2.2, 4.6, respectively).<br />

Besides, over the second period, the research topics in “Adaptive and Personalized <strong>Technology</strong>-Enhanced Learning:<br />

Knowledge and Competencies Management” attracted more attention in the “Engineering” learning domain (residual<br />

= 4.9), while “Mobile and Ubiquitous Learning” and “Evaluation of Learning Systems, Platforms, and<br />

Architectures” began to be addressed in the “Arts & Languages” field (residual = 3.6, 2.3). In addition, the topics in<br />

“Computer Supported Collaborative Learning” expressed an increasing tendency in “Social Studies” (residual =<br />

4.5) while the sub-categories of “Pedagogical Design and Theories” and “Artificial Intelligence in Education”<br />

showed a gradually increasing tendency in the “Mathematics” learning domain (residuals = 2.3, 3.4, respectively).<br />

Furthermore, the researchers who were interested in the “Science” learning domain paid more attention to the topics<br />

in “Pedagogical Design and Theories” over the last five years (residual = 2.3).<br />

Discussion<br />

This study aims to explore the research trends for the TBL research articles based on their research topics, the sample<br />

group selections, and the learning-domain adoption. The results are discussed as follows:<br />

The trends of TBL in research topics, sample selections, and learning domain adoption<br />

The findings from content analysis show that the “Pedagogical Design and Theories” was the most popular research<br />

topic studied from 2000 to 2009 for the published TBL articles. Earlier TBL research was involved in debating<br />

whether the technology influenced learning (Clark, 2001; Kozma, 1991) and what factors might affect the<br />

instructions with various media representations (e.g., Mayer, 2001). Based on these valuable groundworks, many<br />

follow-up studies have suggested that pedagogical design is the major factor impacting learning in the TBL<br />

environment (Bernard, Abrami, Lou, & Borokhovski, 2004; Sitzmann, Kraiger, Stewart, & Wisher, 2006). As more<br />

relevant studies were apparent, the initial TBL theoretical frameworks and instructional design models have been<br />

established for enhancing and utilizing the TBL outcome (Koehler & Mishra, 2005; Clark & Mayer, 2008; O'Neil &<br />

Perez, 2006). It is expected that more research will examine the effectiveness of these pedagogical models for<br />

different TBL contexts in the future.<br />

Additionally, the articles about “Motivation, Perceptions and Attitudes” have also increased between the two fiveyear-periods.<br />

Research about individual difference and preference toward different technologies have been studied<br />

since early twenty century and were limited in the traditional media such as texts, pictures, and video (Paivio, 1986;<br />

Salomon, 1984). After the prevalence of computers and online tools, related research extended their efforts to the<br />

advanced contexts such as animations, games, and Web-based learning. For example, learners' preferences or<br />

acceptance with respect to the online learning activities and their expression of persistence in the cyber learning<br />

environment were explored (Gan, 2005; Chen, Chen & Tsai, 2009; Yang & Tsai, 2008). Besides, a growing trend in<br />

studying the topics of “self-regulation” and “metacognition” should also be expected (Chu & Tsai, 2009) as more<br />

learner control functions are available from these latest advances than from traditional media.<br />

The current study also shows that topics such as “Digital game and intelligent toy enhanced learning” have gained<br />

more attention in the recent five years. The result implies that students today are facing more advanced gaming<br />

experiences and educators started establishing a similar learning environment to help students maintain their<br />

attention on the learning tasks. However, how the pedagogical principles and the entertainment aspects can be well<br />

integrated will be a challenging issue to solve for future research (Harteveld, Guimarães, Mayer, & Bidarra, 2007).<br />

By and large, the analyses of research topics by this paper (see Figure 1) suggest that in the last decade, the TBL<br />

research tended to develop more appropriate pedagogical and motivation models to enhance TBL learning. In<br />

addition, a small portion of research is increasing in finding whether learners' personalized learning experiences can<br />

be strengthened by integrating the latest innovations into pedagogical practices (e.g. m-learning, u-learning).<br />

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