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Volume 30 Number 3 Spring 1998
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Table of Contents
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Relationships Among
Hypermedia-Based
Mental Models and Hypermedia Knowledge
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David J. Ayersman & W. Michael Reed
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222
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Mathematical Problem Solving
and Computers:
A Study of Learner-Initiated Application of Technology
in a General Problem-Solving Context
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Sharon Dugdale, Owen LeGare, James I. Matthews, &
Mi-Kyung Ju
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239
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Interactive Multimedia Design
and Production
Processes
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Min Liu, Colleen Jones, & Susan Hemstreet
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254
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Categories of Computer Use
and Their Relationships with Attitudes Toward
Computers
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Anandra Mitra
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281
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The New Media Centers'
Consortium:
A Tool for Legitimizing Technology in Higher
Education
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David R. Moore & John K. Burton
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296
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Design for Adoption:
The Development of an Integrated Web-Based Education
Environment
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Yong Zhao
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307
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Relationships Among
Hypermedia-Based
Mental Models and Hypermedia Knowledge
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David J. Ayersman
Mary Washington College
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W. Michael Reed
West Virginia University
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Abstract
Using a 2-study design, this article examines the relationships
among
students' use of 4 hypermedia-based mental models, their
knowledge of
hypermedia, and 2 task types. In the first study, students were
allowed
to cite multiple mental models for each program feature chosen;
the second
study required the students to choose only 1 of the 4 mental
models for
each program feature. Because students with more hypermedia
knowledge
more frequently cited the nonlinear models, the results of this
study
support a premise that students require experience with
hypermedia before
nonlinear information structures can be fully utilized.
Additionally,
instructional decisions to vary the context of student exercises
are supported
because students differentially apply the 4 models depending on
the context
of the exercise and understanding all 4 models thought to
provide a better
understanding of hypermedia design.
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Mathematical Problem
Solving and
Computers:
A Study of Learner-Initiated Application of Technology
in a General Problem-Solving Context
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Sharon Dugdale
University of California at Davis
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Owen LeGare
LeGare Consulting
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James I. Matthews
College of the Desert
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Mi-Kyung Ju
University of California at Davis
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Abstract
Recent literature about educational reform has emphasized
problem solving
as a focus of school mathematics. In particular, problem solving
has been
characterized as a nonroutine activity in which students develop
their
own approaches to problems, select their own tools, and pursue
investigations
of their own design. Although there is abundant evidence that
technology
is used productively for mathematical problem solving, there are
relatively
few reports of spontaneous, learner-initiated use of technology
as one
of many options for approaching a problem. As with other
problem-solving
techniques, it is important for students to be able to (a)
recognize when
computer-based solution methods are appropriate, (b) select from
a variety
of software tools applicable to a given problem situation, and
(c) combine
a variety of appropriate technological and nontechnological
tools to investigate
different aspects of a problem. This article reports work with
K-12 teachers
to establish a learning environment that allows students to use
technology
spontaneously and appropriately for mathematical problem solving
in a
context in which problems were selected without regard to their
suitability
for solution with any particular technological or
nontechnological tool.
As participants gained experience judging when and how to take
advantage
of computer investigation methods during a 15-day institute,
they showed
an increasing number of learner-initiated applications of
technology to
mathematical investigation and problem solving, increasingly
active involvement
in those investigations, and increasingly effective computer
use.
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Interactive Multimedia
Design
and Production Processes
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Min Liu, Colleen Jones, & Susan Hemstreet
University of Texas at Austin
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Abstract
The purpose of this study was to provide information on the
multimedia
design and development process used by the practitioners in the
field.
It sought to inform students who wish to pursue a career in
multimedia
of the skills and knowledge needed and instructors who teach
multimedia
related courses of the process employed by practitioners so as
to help
better prepare students for the job market. Extensive interviews
were
conducted with the experienced multimedia developers who assumed
various
roles and were involved in developing multimedia educational
materials.
The findings of the study were presented through the following
aspects:
(1) how the multimedia production process works, (2) the roles
and responsibilities
of people who work in the field, (3) the factors contributing to
successful
multimedia development, (4) tips and techniques in multimedia
development
offered by practitioners, and (5) the popular hardware and
software used.
Implications of the findings and suggestions for how students
should prepare
themselves to enter the multimedia field were also discussed.
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Categories of Computer
Use and
Their Relationships with Attitudes Toward Computers
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Anandra Mitra
Wake Forest University
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Abstract
A comprehensive questionnaire consisting of attitude and use
items was
administered to the entire student body of a 4-year
undergraduate university.
A response rate of 38% resulted in 1,444 completed surveys. A
principal
component factor analysis supported the a priori assumption that
there
were 5 independent categories of computer use. Respondents
indicated different
levels of computer use. Word processing was the application used
most
frequently. Other uses included e-mail for task and nontask
activities
and mathematical and statistical computations. Moreover,
significant differences
were observed between the mean attitudes of the low and high
users of
all the different categories of use. Respondents who reported
higher use
of computers indicated a more positive attitude toward computers
on all
the different attitude scales. Finally, significant correlations
were
observed between the attitude items and the categories of use.
The results
suggest that computers are used for several different activities
and the
level of use is related to attitudes toward computers.
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The New Media Centers'
Consortium:
A Tool for Legitimizing Technology in Higher
Education
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David Richard Moore
University of Nevada, Reno
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John K. Burton
Virginia Polytechnic Institute and State University
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Abstract
This article reports a portion of a large ethnographic study
that examined
one facility associated with the New Media Centers' consortium.
The New
Media Centers' consortium consists of technology companies and
academic
institutions that have joined together in an effort to create
innovative
multimedia facilities on college campuses across the country and
beyond.
The article suggests that the facility, and its unique
association with
the national consortium, was used as a tool for change. This
article encourages
readers to evaluate the role technology in higher education, and
to develop
an understanding of how that role is legitimized.
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Design for Adoption: The
Development
of
an Integrated Web-Based Education Environment
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Yong Zhao
Michigan State University
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Abstract
The Internet, and particularly the World Wide Web, has been
hailed as
having the potential to transform teaching and learning.
However, technological
possibilities do not automatically transfer into more effective
teaching
and learning. Instead it takes a deliberate and careful design
to integrate
technology into education. This article examines the systematic
design
of a Web-based education environment that draws on social,
cognitive,
and technological resources to improve teaching and learning.
This environment,
eWeb, is intended to support a wide variety of educational
activities
in a range of organizational and theoretical contexts over the
Internet.
The goals and design principles of eWeb are discussed with an
emphasis
placed on creating applications that promote widespread adoption
and new
ways of teaching and learning.
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