05.01.2013 Views

April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Compared to the publications in 2000-2004, the articles in 2005-2009 addressed less general TBL issues (e.g. TBL<br />

policy impacts or the development of wide-ranging learning systems) but more specific contextual applications (e.g.<br />

game-based learning).<br />

Moreover, the present study also found that “higher education” is the major sample group employed the most in the<br />

TBL articles, while “Adults/Working adults” is the least employed. This finding implies that most of the TBL<br />

research is still being conducted by academic scholars. These experts have direct access to postsecondary students’<br />

responses or performance results as research data and may have obstacles finding support from other institutes.<br />

However, as universal learning is emphasized in the US National <strong>Educational</strong> <strong>Technology</strong> Plan (US Department of<br />

Education, 2010), future research should put more efforts into adults or community learning outside the academic<br />

setting.<br />

Finally, the findings reveal that the “Non-specified” learning domain was used most for the TBL studies in the past<br />

ten years. However, the percentage of articles in the “Non-Specified” learning domain has dropped in the recent five<br />

years. “Engineering” was the field which increased the most since 2005. These findings infer that the early TBL<br />

studies may have been reluctant to emphasize the research design based on domain-specific knowledge structure.<br />

However, the trend has changed such that more researchers have projected their TBL research in accordance with<br />

their particular interests in specific learning domains. The results also imply that more technical designers or<br />

engineers have started to cooperate with educators to include research-based learning theories into their application<br />

design, making the learning more effective.<br />

The cross analysis among research topics, sample, and learning-domain selections<br />

The current study indicates that “Higher Education” is the sample group utilized most in the TBL publications.<br />

However, the results of the Chi-square analysis show that the articles with topics in “Motivation, Perceptions, and<br />

Attitudes” and the “Teachers” sample group, “Digital Game and Intelligent Toy Enhanced Learning” and the<br />

“Elementary School” sample group increased the most in the nearest five years.<br />

As revealed from the aforementioned literatures, most of the studies reviewing TBL trends from 1999 to 2008<br />

concluded that the feature of communication innovations created by the new technologies played an important role in<br />

the TBL development (e.g. Waight et al, 2004; Karatas, 2008; Zawacki et al., 2009). The interaction methods and the<br />

design of instructional activities under the new TBL environment are different from traditional classroom<br />

environment that teachers and learners are required to adjust (Bernard et al., 2004). Therefore, the issues of<br />

“motivation, perceptions, and attitudes” were worth more investigation under TBL learning context. Early studies<br />

mainly focused on these topics from learners’ perspective (e.g. Northup, 2002) while the current finding reflects that<br />

the trend has been shifted to teachers in the recent five years (e.g. Mahdizadeh, Biemans, & Mulder, 2008). As more<br />

personalized communication advances become available, the motivation research in related to TBL learning is<br />

expected to be emphasized for other groups of learners, such as adult and special education.<br />

Besides, the present result indicates that game-based learning has gained more attentions in the latest five years<br />

(2005-2009) and most of the relevant research was employed in elementary education. The result infers that children<br />

in the current era habitually play games in their daily life that they may be easily attracted by the game-related<br />

activities. Therefore, game-based learning may be more suitable for young children (e.g. Ke, 2008) and educators<br />

may hope to use game as “... a way to create relevant learning experiences that mirror students’ daily lives and the<br />

reality of their futures ” (US Department of Education, 2010, p. 9).<br />

Furthermore, this study also reveals that the topics in “Policies, social culture impacts and trends for technologyenhanced<br />

learning” with the “Non-specified” learning domain, “Computer Supported Collaborative Learning” with<br />

“Social Studies”, and “Development of New Learning Systems, Platforms, and Architectures” with “Arts &<br />

Languages” have increased during the last decade. Additionally, the topics of “Adaptive and Personalized<br />

<strong>Technology</strong>-Enhanced Learning: Knowledge and Competencies Management” with “Engineering,” “Mobile and<br />

Ubiquitous Learning” and “Evaluation of Learning Systems, Platforms, and Architectures” with “Arts &<br />

Languages,” “Pedagogical Design and Theories” and “Artificial Intelligence in Education” with “Mathematics,”<br />

“Pedagogical Design and Theories” with “Science,” and “Learning Behaviors, Usage Patterns and Discourse<br />

Analysis” with “Others” have more growth in the recent five years. Clark and Salomon (1986) proposed that the<br />

368

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!