Perceived Attributes And Factors Influencing Instructors’ Using E-Textbooks In Higher Education, 2015 The University of Southern Mississippi
Perceived Attributes And Factors Influencing Instructors’ Using E-Textbooks In Higher Education, Sirui Wang
As digital content, e-Textbooks display text on the screen, integrate multimedia within textual components, and allow reading on portable devices; which make learning highly interactive, flexible, and immediately accessible, increase students’ engagements in learning, and make learning content portable, transferrable, and searchable. Those advanced features did not bring prosperity in using e-Textbooks in education. The adoption of using e-Textbooks in higher education is still far from its confirmation stage. The purpose of this study was to examine the relationship between the perceived attributes of using e-Textbooks by instructors and their actual use of e-Textbooks in higher educational settings, to discuss ...
Searching Smart With Standards: Using Curriculum Standards To Find Educational Resources In Digital Libraries, 2015 Utah State University
Searching Smart With Standards: Using Curriculum Standards To Find Educational Resources In Digital Libraries, Anne R. Diekema, Sheri Haderlie
ITLS Faculty Publications
No abstract provided.
Problems And Possibilities Of Gamifying Learning: A Conceptual Review, 2015 Sam Houston State University
Problems And Possibilities Of Gamifying Learning: A Conceptual Review, Hannah R. Gerber
This article presents a brief overview of the concept of gamification and examines and compares gamification with edutainment and game-based learning. The paper theorizes that gamification in its current industry-driven conceptualization will not work when implemented in educational arenas, and that to be examined and used within educational frames, gamification must be re-examined and re-conceptualized.
Gamifying Course Content With Smashfact, 2015 American Public University System
Gamifying Course Content With Smashfact, Britt Carr
Higher education is facing new challenges as a growing proportion of higher education learning is occurring online. In fact, as of Fall 2012, 7.1 million students were taking one online course, indicating that 1 in 3 courses are now occurring online, and this number continues to grow. In order to increase the success of student outcomes, and increase degree completion for online students, we need to employ educational interventions that facilitate mastery of key concepts, particularly in introductory and “weed-out” courses — the most common type that are taken online. SmashFact offers one solution designed to decrease barriers to learning ...
Students’ Time Perspective And Its Effect On Game-Based Learning, 2015 ESADE School of Law and Business
Students’ Time Perspective And Its Effect On Game-Based Learning, Mireia Usart, Margarida Romero
Previous research in face-to-face learning modality demonstrated that students’ Time Perspective (TP) is related to motivation and learning performance. Concretely, results show students with a future-oriented TP having higher motivation for learning, higher self-regulation, and academic performance. By contrast, students’ having a present-oriented TP tend to engage in games and prefer instant reward activities. Despite the wide corpus of research on TP and learning, albeit Serious Games (SG) are widely used for professional development and lifelong learning, no studies have focused, as per our knowledge, on TP in Game Based Learning (GBL). The present study aims to explore this new ...
Serious Game Application In Anti-Aircraft Missile Training, 2015 Insoft Development and Consulting
Serious Game Application In Anti-Aircraft Missile Training, Silviu Apostol, Fabian Breharu, Florin Mingireanu
A serious game application related to anti-aircraft missile training is presented together with strategies specific to the field. Technologies used to develop the application together with ballistic models are presented in comparison with real-life training applications. The application allows the user to train using several pre-set cases for specific aerial targets. Through specific e-learning strategies the user capability and experience is enriched together with specific automatism directly related to the field of anti-aircraft missile training. Key advantages of the applications are presented among which we mention low-cost, repeatability capability, detailed analysis of missile firing tests, as well as detailed equipment ...
Aspects Of Serious Games Curriculum Integration — A Two-Fold Approach, 2015 Carol I National Defense University
Aspects Of Serious Games Curriculum Integration — A Two-Fold Approach, Maria-Magdalena Popescu, Jeffrey Earp, Pablo Moreno Ger
Over the years, there have been numerous definitions of curriculum integration, where the curriculum is interwoven, connected, thematic, interdisciplinary, multidisciplinary, correlated, linked, and holistic (Fogarty and Pete 2007). Curriculum integration is based on both philosophy and practicality, drawing together knowledge, skills, attitudes, and values from within or across subject areas to develop a more powerful understanding of key information. Curriculum integration is best done when components of the curriculum are connected and related in meaningful ways by both students and teachers. With the large uptake of SGs in education nowadays, one must consider SGs curriculum integration an issue at large ...
Interoperability Strategies For Serious Games Development, 2015 Carol I National Defence University
Interoperability Strategies For Serious Games Development, Ioana Andreea Stãnescu, Antoniu Stefan, Milos Kravcik, Theo Lim, Rafael Bidarra
Serious games have emerged as a new medium that enables players to acquire and enhance their skills and knowledge particularly in education and increasingly across a spectrum of fields from industrial and emergency training to marketing. While the use of serious games has extended rapidly to a variety of domains, their design and development remains a challenging process both for developers and teachers/trainers. This paper approaches the technological environment underpinning the development of serious games, and focuses on interoperability as a core element of a sustainable endeavour. Developing serious games in a way that enables interoperability is one means ...
Adaptation To Learners’ Learning Styles In A Multi-Agent E-Learning System, 2015 Politehnica University of Bucharest
Adaptation To Learners’ Learning Styles In A Multi-Agent E-Learning System, Pham Quang Dung, Adina Magda Florea
Adaptation to learners’ learning styles can help education systems improve learning efficiency and effectiveness. This research orientation has been studied by many researchers lately, but most of the existing education systems lack adaptation in which every learner is delivered the same learning content. Moreover, many researchers concluded that it is worth applying automatic identification of learning style because of its advantages in precision and time savings. In our study, we concentrate on two main technologies to implement adaptation in education systems: semantic web and intelligent agents. Using ontology with the Semantic Web services makes it faster and more convenient to ...
Designing The Military Advanced Distributed Learning System, 2015 Carol I National Defense University
Designing The Military Advanced Distributed Learning System, Ion Roceanu
An Advanced Distributed Learning (ADL) environment needs to be extended beyond technical drivers to pedagogical and organizational dimensions that focus on the interaction between the learner and the learning environment. In fact, effective elearning resources can not only be used to complement face-to-face education or replace the classroom for distance education, but can also facilitate the integration of student interaction and real-world scenarios into the learning process. The use of highly interactive and virtual resources can support authentic learning where students can relate to and experience real world contexts in their learning. This was the main road that helped us ...
The International Scientific Conference Elearning And Software For Education | Else, 2015 American Public University System
The International Scientific Conference Elearning And Software For Education | Else, Phil Ice
The main scope of the annual International Scientific Conference "eLearning and Software for Education" - eLSE is to facilitate the communication and collaboration between national and international academic and business entities, in order to stimulate the research and the development potential of technology enhanced learning environments. The conference provides opportunities to exchange ideas, research outcomes, business cases and technical developments.
Introduction To The Special Issue, 2015 American Public University System
Introduction To The Special Issue, Phil Ice
To provide a truly global education to students, we must move outside of the North American context and understand how the rest of the world views learning and the pathways they are exploring to optimize the student experience. I first attended the International Scientific Conference on eLearning and Software for Education (eLSE) in 2009. I was astounded at the quality of the work that was on display; particularly the spectacularly high-quality gaming and simulation work that was being used or in development.
The Learning Experience: Training Teachers Using Online Synchronous Environments, 2015 Macquarie University
The Learning Experience: Training Teachers Using Online Synchronous Environments, Stuart Woodcock Dr, Ashley Sisco Dr, Michelle Eady Dr
Journal of Educational Research and Practice
This study examined the effectiveness of an online synchronous platform used for training preservice teachers. A blended learning approach was implemented. Fifty-three students participated in the course. Qualitative interview data and quantitative survey data were collected about students’ experiences using the platform, and analyzed via thematic content analysis and statistical analysis, respectively. The findings show that e-learning synchronous technology is an effective learning tool in enhancing preservice teachers’ e-learning competency in subject matter and information communication technology skills. However, preservice teachers’ competency to learn and implement e-learning for students is dependent on four hierarchal conditions (a) ease of use, (b ...
A Blended Professional Development Program To Help A Teacher Learn To Provide One-To-One Scaffolding, 2015 Utah State University
A Blended Professional Development Program To Help A Teacher Learn To Provide One-To-One Scaffolding, Brian R. Belland, Ryan Burdo, Jiangyue Gu
ITLS Faculty Publications
Argumentation is central to instruction centered on socio-scientific issues (Sadler & Donnelly in International Journal of Science Education, 28(12), 1463–1488, 2006. doi:10.1080/09500690600708717). Teachers can play a big role in helping students engage in argumentation and solve authentic scientific problems. To do so, they need to learn one-to-one scaffolding—dynamic support to help students accomplish tasks that they could not complete unaided. This study explores a middle school science teacher’s provision of one-to-one scaffolding during a problem-based learning unit, in which students argued about how to optimize the water quality of their local river. The blended ...
Engaging Teenagers With Science Through Comics, 2015 University of Nebraska - Lincoln
Engaging Teenagers With Science Through Comics, Judy Diamond
DBER Speaker Series
Graphic novels or comics are powerful tools to motivate youth to become interested in science. Embedding science concepts into a story with graphics that appeal to teen culture makes abstract content approachable, stimulates youth interest, and promotes learning. This presentation will discuss the goals of the NIH‐funded World of Viruses and Biology of Human comic series and the research results that support using these approaches.
Comprehensive Individualized Curriculum And Instructional Design, 2015 Portland State University
Comprehensive Individualized Curriculum And Instructional Design, Samuel Sennott, Sheldon Loman, Kristy Lee Park, Luis F. Pérez, Michael J. Kennedy, John Romig, Wendy J. Rodgers
Open Access Textbooks
This online textbook addresses the population of individuals with disabilities that experience complex lifelong needs across multiple areas in their lives. Drs. Sennott and Loman drafted this book (along with the help from some friends) with the hope of providing pertinent, practical, and current resources to future special educators who plan to serve individuals with complex disabilities.
Vehicles On The Road To Reform, 2015 University of Nebraska-Lincoln
Vehicles On The Road To Reform, Julie Thomas, Sandra B. Cooper
DBER Speaker Series
Though elementary teacher educators introduce new, reform‐based strategies in science and mathematics methods courses, researchers wondered how novices negotiate reform strategies once they enter the elementary school culture. Given that the extent of parents’ and veteran teachers’ influence on novice teachers is largely unknown, this grounded theory study explored parents’ and teachers’ expectations of children’s optimal science and mathematics learning in the current era of reform. Data consisted of semi‐structured, open‐ended interviews with novice teachers (n=20), veteran teachers (n=9), and parents (n=28). Researchers followed three stages of coding procedures to develop a logic ...
Curriculum Vitae Of Carol Kasworm, 2015 North Carolina State University at Raleigh
Curriculum Vitae Of Carol Kasworm, Carol Kasworm
IACE Hall of Fame Repository
No abstract provided.
Using Slidedocs To Support Learning, 2015 Bond University
Using Slidedocs To Support Learning, Christian King, Shelley Kinash, Jacqueline Christensen
Learning and Teaching papers
Every day, droves of students at universities and secondary schools settle into their seats as they always have. What they do next has changed dramatically in the last decade. Instead of pencil and paper, students reach for laptops, tablets or smartphones, and then commence multitasking.
Solving Real World Problems With Alternate Reality Gaming: Student Experiences In The Global Village Playground Capstone Course Design, 2015 Texas A&M University Commerce
Solving Real World Problems With Alternate Reality Gaming: Student Experiences In The Global Village Playground Capstone Course Design, Mary J. Dondlinger, Julie K. Mcleod
Interdisciplinary Journal of Problem-Based Learning
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering complex problem solving, as well as critical and creative thinking. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. Researchers employed a qualitative case study approach to evaluate what aspects of this problem-based, hybrid, course design students found most and least beneficial to their learning. Findings suggest strategies ...