Mobile Augmented-Reality Artifact Creation As A Component Of Mobile Computer-Supported Collaborative Learning, 2015 Florida State University
Mobile Augmented-Reality Artifact Creation As A Component Of Mobile Computer-Supported Collaborative Learning, Fengfeng Ke, Yu-Chang Hsu
Educational Technology Faculty Publications and Presentations
This exploratory study examined the effectiveness of smartphone-based, AR artifact creation and other mobile collaborative learning activities in reinforcing the technological pedagogical content knowledge (TPACK) of pre-service teachers. Adopting a mixed-method research design, the study indicated that mobile AR artifact creation with peer discussion tended to better promote the componential competencies of technological pedagogical knowledge (TPK) and the integrative development of technological pedagogical content knowledge (TPACK), whereas mobile media artifact viewing with peer discussion seemed to better support the content knowledge (CK) development.
University Of Oregon Libraries Shape The Student Academic Experience, 2015 University of Oregon
University Of Oregon Libraries Shape The Student Academic Experience, Helen Y. Chu
Helen Y. Chu
No abstract provided.
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 ...
Moving College Students To A Better Understanding Of Substrate Specificity Of Enzymes Through Utilizing Multimedia Pre-Training And An Interactive Enzyme Model, 2015 The University of Southern Mississippi
Moving College Students To A Better Understanding Of Substrate Specificity Of Enzymes Through Utilizing Multimedia Pre-Training And An Interactive Enzyme Model, Mounir R. Saleh
Scientists’ progress in understanding enzyme specificity uncovered a complex natural phenomenon. However, not all of the currently available biology textbooks seem to be up to date on this progress. Students’ understanding of how enzymes work is a core requirement in biochemistry and biology tertiary education. Nevertheless, current pre-college science education does not provide students with enough biochemical background to enable them to understand complex material such as this. To bridge this gap, a multimedia pre-training presentation was prepared to fuel the learner’s prior knowledge with discrete facts necessary to understand the presented concept. This treatment is also known to ...
Teaching Models: Designing Instruction For 21st Century Learners (Book Review), 2015 Sacred Heart University
Teaching Models: Designing Instruction For 21st Century Learners (Book Review), Joshua C. Elliott
Education Faculty Publications
Book review by Joshua C. Elliott.
Milman, N. B., & Kilbane, C.R. (2013). Teaching models: Designing instruction for 21st century learners. New York, NY: Pearson.
Google's #Freeandopen Campaign: Using A Documentary To Raise Awareness Of Internet Regulation Among University Students, 2015 Western Kentucky University
Google's #Freeandopen Campaign: Using A Documentary To Raise Awareness Of Internet Regulation Among University Students, Shelby N. Rice
Honors College Capstone Experience/Thesis Projects
The internet was founded as a non-proprietary tool by which computers could connect and share information reciprocally. This philosophy has allowed the internet to become a fundamental resource in higher education and provides a window by which students can experience the world around them. The primary focus of The #freeandopen Documentary is to maintain an uncensored web by raising awareness of the forces that act against the freedom of the internet and of the resources available to contribute to the cause. The short, 13-minute documentary is funded by Google’s #freeandopen Microgrant of $2,000. It features interviews from students ...
Developing A Library Widget For The Campus Lms, 2015 Marquette University
Developing A Library Widget For The Campus Lms, Eric A. Kowalik
Eric A. Kowalik
In the Summer of 2014 the Raynor Memorial Libraries was given the opportunity to add a library widget to all course homepages in Desire2Learn, Marquette's Learning Management System (LMS).
The widget, developed with HTML, CSS and jQuery, allows students to search the library catalog and link to various library services such as ILL and E-Reserves directly from within a course site.
Recently, Google Analytics has been added to the widget allowing the libraries to analyze usage and student searches by course. Come learn about the development and implementation of this widget.
Like what you see? The code is open ...
Developing An Understanding Of How College Students Experience Interactive Instructional Technology: A Ux Perspective, 2015 University of Nebraska-Lincoln
Developing An Understanding Of How College Students Experience Interactive Instructional Technology: A Ux Perspective, Adam Wagler
Educational Administration: Theses, Dissertations, and Student Research
Technology is increasingly mobile and social, resulting in dynamic digital and interactive environments. The ubiquitous nature of interactive instructional technology presents new paradigms for higher education, creating challenges for instructors to compete for time and attention as students are bombarded by information in a digital, media rich world. The problem being studied, with all of these technological advancements, is how instructors can approach these challenges from a user experience (UX) perspective. A macro level view sees college students taking multiple courses at a time, over many semesters, and using different interactive instructional technology that mix with other forms of online ...
Educational Technology For Learning Italian: A Virtual Interactive Walk Through Venice, 2015 Georgia State University
Educational Technology For Learning Italian: A Virtual Interactive Walk Through Venice, Federico Vescovi
Georgia State Undergraduate Research Conference
No abstract provided.
The Effect Of Video Interviews With Stem Professionals On Stem-Subject Attitude And Stem-Career Interest Of Middle School Students In Conservative Protestant Christian Schools, 2015 Liberty University
The Effect Of Video Interviews With Stem Professionals On Stem-Subject Attitude And Stem-Career Interest Of Middle School Students In Conservative Protestant Christian Schools, Philip Alsup
Doctoral Dissertations and Projects
Inspiring learners toward career options available in STEM fields (Science, Technology, Engineering, and Mathematics) is important not only for economic development but also for maintaining creative thinking and innovation. Limited amounts of research in STEM education have focused on the population of students enrolled in religious and parochial schools, and given the historic conflict between religion and science, this sector of American education is worthy of examination. The purpose of this quantitative study is to extend Gottfredson's (1981) Theory of Circumscription and Compromise as it relates to occupational aspirations. Bem's (1981) Gender Schema Theory is examined as it ...
The Global Health "Interactive Curricula Experience (Ice) Platform & App": Technology That Enables Inter-Professional Innovation, 2015 Thomas Jefferson University
The Global Health "Interactive Curricula Experience (Ice) Platform & App": Technology That Enables Inter-Professional Innovation, Martha Langley Ankeny M.Ed., Janice M. Bogen, James Plumb Md, Mph, Lucille B. Pilling Edd, Mph, Rn, Ellen J. Plumb Md, Louis N. Hunter Pt, Dpt, Nicholas Leon Pharmd, Amy Earle Bfa
Center for Teaching and Learning and Scott Memorial Library Staff Papers and Presentations
Global Health Initiatives Committee (GHIC)
Serves the Jefferson community as the premier point of engagement for students & faculty interested in medical and public health issues that transcend national boundaries
Creates an institutional focus on preparing students for public service careers in population health and public policy at local, national, and global levels
To enable all TJU faculty to:
- Deliver global health education, in a friendly, interactive format - Does not require an expert to deliver - Can be used in very small or large pieces depending on your needs
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 ...