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
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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 />
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