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Instructional Media Design Commons

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Math Class "Unsettled": Teaching And Learning Mathematics Within And Across Multiple Spaces, Jeremiah I. Holden 2016 School of Education and Human Development at the University of Colorado Denver

Math Class "Unsettled": Teaching And Learning Mathematics Within And Across Multiple Spaces, Jeremiah I. Holden

Remi Holden

No abstract provided.


Sociomathematical Participation: Participatory Culture And Mathematics Pre-Service Teacher Education, Jeremiah I. Holden 2016 School of Education and Human Development at the University of Colorado Denver

Sociomathematical Participation: Participatory Culture And Mathematics Pre-Service Teacher Education, Jeremiah I. Holden

Remi Holden

Despite intersections between discipline-specific mathematics content and classroom social norms and learning practices, little research documents relations between social and mathematical activity as examined through social and digital media. Drawing upon complementary theoretical perspectives concerning social media and mathematical activity, this research investigated the participatory culture of mathematics pre-service teachers. Data suggest multiple social practices, including collective intelligence, distributed cognition, and appropriation, that were exhibited through a discursive classroom activity structure.


Effectiveness And Student Perceptions Of High-Enrolment Health Studies Online Courses, Ken-Zen Chen, Patrick R. Lowenthal, Christine Bauer 2016 Boise State University

Effectiveness And Student Perceptions Of High-Enrolment Health Studies Online Courses, Ken-Zen Chen, Patrick R. Lowenthal, Christine Bauer

Patrick R. Lowenthal

Objective: In countries such as the USA, colleges and universities are focusing on how best to serve their students in tough fiscal times and a highly competitive marketplace. Boise State University has specifically focused on providing online courses as one option to meet student needs. However, more recently, Boise State began developing high-enrollment online courses to resolve bottlenecks in enrolments, while maintaining robust, interactive, and engaging learning experiences. Design: A mixed-method case study. Setting: Three high-enrollment health studies online courses offered at a 4-year university in Boise, Idaho, USA. Method: A systemic analysis of final course evaluations, student grades, and ...


The Social Media Instructional Design Model: A New Tool For Designing Instruction Using Social Media, Quincy Conley, Kent E. Sabo 2016 Boise State University

The Social Media Instructional Design Model: A New Tool For Designing Instruction Using Social Media, Quincy Conley, Kent E. Sabo

Quincy Conley

Social media is a pervasive force in the lives of 21st century learners. Social media offers a user experience that encourages students to create and share new content while enabling communication unlike any other learning technology. In this paper, we explore how learning with social media could be more effective by leveraging appropriate learning theory and instructional design. We begin with examples of how social media is currently being used in educational contexts, and then review the available research that investigates the connections between social media and education. To understand how social media may be better utilized for learning ...


Gaming As A Platform For Developing Science Practices, Todd Campbell, Gayle Dowdle, Brett E. Shelton, Jeffrey Olsen, Max Longhurst, Harrison Beckett 2016 University of Connecticut - Storrs

Gaming As A Platform For Developing Science Practices, Todd Campbell, Gayle Dowdle, Brett E. Shelton, Jeffrey Olsen, Max Longhurst, Harrison Beckett

Brett E. Shelton

Gaming, an integral part of many students’ lives outside school, can provide an engaging platform for focusing students on important disciplinary core concepts as an entry into developing students’ understanding of these concepts through science practices. This article highlights how S’cape can be used to support student learning aligned with the most recent standards documents. Through combining students’ initial engagement in a motivating gaming experience with a two-experiment scaffolded inquiry sequence enhanced with information literacy-targeted homework, this article reveals how support can be offered for asking questions, planning and carrying out investigations, analyzing and interpreting data, constructing explanations, and ...


Staying Engaged After Retirement: History As A Focal Point, Roger Hiemstra Dr., Dr. Roger Hiemstra 2016 Professor Emeritus, Syracuse University

Staying Engaged After Retirement: History As A Focal Point, Roger Hiemstra Dr., Dr. Roger Hiemstra

IACE Hall of Fame Repository

The author uses his long interest in history to serve as a foundation for an active and fulfilling retirement after completing a career as a professor of adult education.


Mobile Inquiry-As-Play In Mathematics Teacher Education, Jeremiah I. Holden 2016 School of Education and Human Development at the University of Colorado Denver

Mobile Inquiry-As-Play In Mathematics Teacher Education, Jeremiah I. Holden

Remi Holden

Purpose

This study aims to describe the feasibility of designing and fostering pre-service teacher inquiry at the intersection of community and disciplinary engagement. Mapping My Math (MMM), a game-based and mobile learning activity, guided pre-service teachers in playfully exploring mathematics featured in the everyday activities of people and places and creatively representing this inquiry with digital media.

Design/methodology/approach

This study draws from design-based research that examined the role of place, digital media and mobility in mathematics teacher education. Design narrative methods describe how MMM was created, implemented and refined to support disciplinary inquiry across settings given the evolution ...


How Debriefing Strategies Can Improve Student Motivation And Self-Efficacy In Game-Based Learning, Cigdem Uz Bilgin, Youngkyun Baek, Hyungsung Park 2016 Yildiz Technical University

How Debriefing Strategies Can Improve Student Motivation And Self-Efficacy In Game-Based Learning, Cigdem Uz Bilgin, Youngkyun Baek, Hyungsung Park

Youngkyun Baek

Debriefing is an important step in game-based learning environments. In the present study, the effect of different debriefing strategies in terms of two factors, grouping (self vs. team) and timing (in-game vs. post-game), was investigated on the motivation and self-efficacy levels of students. In a 2x2 ANOVA design, 62 sixth grade students were randomly assigned into two debriefing groups: self-debriefing and team debriefing. About half of members in each group performed either one of the two debriefing: in-game debriefing or post-game debriefing. Students in the self-debriefing as well as in the team-briefing group played the game three days a week ...


How To Incorporate Short Films To Activate 4 Skills, Junko Kinomura 2016 SIT Graduate Institute

How To Incorporate Short Films To Activate 4 Skills, Junko Kinomura

Sandanona

Just a few minutes might change someone’s life. There are a great number of heartwarming short films on the Internet. These films are waiting for your students to watch them. The presenter will guide participants on how to incorporate films into English lessons to enhance the learner’s intercultural communicative competence.


Modernizing The Integrated Approach: A Dynamic Teaching Method Using Podcasts And Multimedia Content, Justin T. Hughes 2016 University of San Francisco

Modernizing The Integrated Approach: A Dynamic Teaching Method Using Podcasts And Multimedia Content, Justin T. Hughes

Master's Projects

This project explores ways to create a curriculum in which multimedia and technology such as podcasts, streaming video, and online articles are utilized effectively in order to develop academic skills for adult international students, specifically those with the goal of attending an American university. Through this integrated approach that combines all of the essential language skills (listening, reading, speaking, and writing), students will build confidence and thus become empowered and individualized learners. They will be able to attain mastery of an essential academic skill set that will assist them in attaining their goals in many different realms.

This project engages ...


Conceptual Model-Based Problem Solving: A Response To Intervention Program In Mathematics Problem Solving (Comps-Rti), Yan Ping Xin, VIctor Chen, Signe E. Kastberg 2016 Purdue University

Conceptual Model-Based Problem Solving: A Response To Intervention Program In Mathematics Problem Solving (Comps-Rti), Yan Ping Xin, Victor Chen, Signe E. Kastberg

Purdue P-12 Networking Summit & Poster Session

No abstract provided.


E-Learning Authoring Software Selection: How Do Instructional Designers Gain Competency Using And Selecting Appropriate Digital Media Development Tools?, Lisa Giacumo, Quincy Conley 2016 Boise State University

E-Learning Authoring Software Selection: How Do Instructional Designers Gain Competency Using And Selecting Appropriate Digital Media Development Tools?, Lisa Giacumo, Quincy Conley

Quincy Conley

Given the recent rapid innovation of e-learning authoring tools, academic programs responsible for preparing future training practitioners are faced with the difficult task of deciding how best to design curriculum for e-learning production skills for aspiring instructional designers and multimedia developers. To be able to appropriately design curriculum in academic programs, it would be valuable to know what tools experienced e-learning designers and developers frequently learn to use and how they select specific tools. This is important because, although many authoring tools advertise similar functionality, experienced instructional designers (IDs) and multimedia developers understand that there are subtle differences that need ...


E-Learning Authoring Software Selection: How Do Instructional Designers Gain Competency Using And Selecting Appropriate Digital Media Development Tools?, Lisa Giacumo, Quincy Conley 2016 Boise State University

E-Learning Authoring Software Selection: How Do Instructional Designers Gain Competency Using And Selecting Appropriate Digital Media Development Tools?, Lisa Giacumo, Quincy Conley

Lisa A. Giacumo

Given the recent rapid innovation of e-learning authoring tools, academic programs responsible for preparing future training practitioners are faced with the difficult task of deciding how best to design curriculum for e-learning production skills for aspiring instructional designers and multimedia developers. To be able to appropriately design curriculum in academic programs, it would be valuable to know what tools experienced e-learning designers and developers frequently learn to use and how they select specific tools. This is important because, although many authoring tools advertise similar functionality, experienced instructional designers (IDs) and multimedia developers understand that there are subtle differences that need ...


Challenges Experienced By Korean Medical Students And Tutors During Problem-Based Learning: A Cultural Perspective, Hyunjung Ju, Ikseon Choi, Byoung Doo Rhee, Jong Tae-Lee 2016 The University of Georgia

Challenges Experienced By Korean Medical Students And Tutors During Problem-Based Learning: A Cultural Perspective, Hyunjung Ju, Ikseon Choi, Byoung Doo Rhee, Jong Tae-Lee

Interdisciplinary Journal of Problem-Based Learning

How people learn is influenced by the cultural contexts in which their learning occurs. This qualitative case study explored challenges Korean medical students and tutors experienced during their PBL sessions from a cultural perspective using Hofstede’s cultural dimensions. Twelve preclinical medical students and nine tutors from a large Korean medical school participated in interviews. The interview data were analyzed using the constant comparative method and classified according to Hofstede’s cultural dimensions. Twenty-two themes emerged within the following overarching categories: large power distance (6 themes), high uncertainty avoidance (6), individualism (3), collectivism (4), and masculinity/short-term orientation (3). This ...


A Review Of Video Triggers And Video Production In Higher Education And Continuing Education Pbl Settings, Päivi M. Rasi, Sari Poikela 2016 University of Lapland, Finland

A Review Of Video Triggers And Video Production In Higher Education And Continuing Education Pbl Settings, Päivi M. Rasi, Sari Poikela

Interdisciplinary Journal of Problem-Based Learning

Higher education faces the challenges of bridging education and authentic work. In addition, it needs to respond to the highly multimodal and participatory communication and content creation practices, preferences, and cultures of present and future students. The aim of our article is to discuss how the use of video triggers and video production in PBL can help to respond to these challenges. Based on a literature review, we present and discuss the uses and outcomes of video triggers and video production within PBL contexts and related higher education and continuing education contexts. The research evidence reviewed in this article clearly ...


Adopting Universal Design In Libraries: Collaborating For Student Success, Stefanie Havelka, Rebecca Arzola 2016 CUNY Lehman College

Adopting Universal Design In Libraries: Collaborating For Student Success, Stefanie Havelka, Rebecca Arzola

Publications and Research

Faculty grapple with resources such as skill (experience with accessible features and devices), time (teaching students how to navigate software and devices in the library), and expense (software, hardware, eBooks, databases). This presentation will provide an overview of accessible features in library research databases, computer technology, mobile devices, and apps. The presenters will report on their collaboration with Lehman College’s Access and Technology Center (ATC) and Student Disability Services to share how to better approach issues and challenges in order to more successfully support students’ access needs. We will also consider the following questions:

  • As librarians and faculty, how ...


One Tutorial, Two Universities: How Technology Can Be Adapted To Meet The Needs Of Multiple Libraries, Eric A. Kowalik, Valerie Beech, Betsy A. Williams, Rita Kohrman 2016 Marquette University

One Tutorial, Two Universities: How Technology Can Be Adapted To Meet The Needs Of Multiple Libraries, Eric A. Kowalik, Valerie Beech, Betsy A. Williams, Rita Kohrman

Eric A. Kowalik

How many times have you participated in this scenario?

     Student: I can’t find this article in the databases (she shows you a citation).
     You: Oh, this citation is for a book. Let’s check the catalog.

Helping students understand citations seems to be an on-going activity, but learning about citations can be boring and requires attention to detail. In order to address this problem, we created a fun tutorial using drag-and-drop technology that can be used in an online environment or in the classroom. The tutorial helps students identify the elements of a citation, place them in the correct ...


The Efffectiveness Of Digital Leadership At K-12 Schools In Mississippi Regarding Communication And Collaboration During Ccrs Implementation, Lin Zhong 2016 University of Southern Mississippi

The Efffectiveness Of Digital Leadership At K-12 Schools In Mississippi Regarding Communication And Collaboration During Ccrs Implementation, Lin Zhong

Dissertations

Successful CCRS implementation requires educators to communicate and collaborate at the local, state, and national level. Technology plays an important role in successful CCRS implementation. This study aims to investigate how digital leadership improves communication and collaboration at K-12 schools in Mississippi regarding implementation of CCRS as well as the effectiveness of different ways of supporting communication and collaboration regarding CCRS implementation. Mixed-method was chosen to investigate the research questions. Ten public school principals from two school districts were interviewed and observed at qualitative stage and two hundred fifty-four public schools teachers participated in the survey at quantitative stage. Interviews ...


Not Created Equal: The Effectiveness Of Two Types Of Educational Computer Games, Timothy Brent Dedeaux 2016 University of Southern Mississippi

Not Created Equal: The Effectiveness Of Two Types Of Educational Computer Games, Timothy Brent Dedeaux

Dissertations

The purpose of the study is to compare two types of educational video games based on Malone’s (1984) theory of challenge, curiosity, and fantasy. The participants were 136 students from a community college in the southeastern United States. The study used a quantitative approach with participants randomly divided into two groups, one playing each of the two games. Participants were given a brief introduction to a list of French phrases and words, took a pre-test, played the selected game, and then took a post-test to assess content knowledge gain. Brockmyer et al.’s (2009) Game Engagement Questionnaire was used ...


Usos De Google Docs En La Clase De Ele, Pilar Munday 2016 Sacred Heart University

Usos De Google Docs En La Clase De Ele, Pilar Munday

Pilar Munday

Presentación hecha en los I Encuentros virtuales de la Comunidad Todoele


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