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Full-Text Articles in Education

Metaliteracy As Pedagogical Framework For Learner-Centered Design In Three Mooc Platforms: Connectivist, Coursera And Canvas, Kelsey L. O'Brien, Michele Forte, Thomas P. Mackey, Trudi E. Jacobson Jan 2017

Metaliteracy As Pedagogical Framework For Learner-Centered Design In Three Mooc Platforms: Connectivist, Coursera And Canvas, Kelsey L. O'Brien, Michele Forte, Thomas P. Mackey, Trudi E. Jacobson

University Libraries Faculty Scholarship

This article examines metaliteracy as a pedagogical model that leverages the assets of MOOC platforms to enhance self-regulated and self-empowered learning. Between 2013 and 2015, a collaborative teaching team within the State University of New York (SUNY) developed three MOOCs on three different platforms—connectivist, Coursera and Canvas—to engage with learners about metaliteracy. As a reframing of information literacy, metaliteracy envisions the learner as an active and metacognitive producer of digital information in online communities and social media environments (Mackey & Jacobson, 2011; 2014). This team of educators, which constitutes the core of the Metaliteracy Learning Collaborative, used metaliteracy as a …


A Critical Review Of The Application Of Kolb's Experiential Learning Theory Applied Through The Use Of Computer Based Simulations Within Virtual Environments, 2000-2016, Daniel J. Grady Jan 2017

A Critical Review Of The Application Of Kolb's Experiential Learning Theory Applied Through The Use Of Computer Based Simulations Within Virtual Environments, 2000-2016, Daniel J. Grady

Legacy Theses & Dissertations (2009 - 2024)

This integrative research review aims to examine the application of Kolb’s theory of experiential learning through the use of simulations within virtual learning environments. It will first cover the framework of experiential learning as stated by Kolb, a learning theory that is finding new life within the context of simulations, role-playing games (RPGs), massive multiplayer role playing games (MMORPGs) and virtual environments. This analysis was conducted by making use of combined research strategies that focused specifically on both qualitative and quantitative reviews that utilized Kolb’s experiential theory of learning (ELT) within the context of the application of computer based simulations …


The Influence Of Dragonbox On Student Attitudes And Understanding In 7th Grade Mathematics Classroom, Nihal Katirci Jan 2017

The Influence Of Dragonbox On Student Attitudes And Understanding In 7th Grade Mathematics Classroom, Nihal Katirci

Legacy Theses & Dissertations (2009 - 2024)

This exploratory study seeks to investigate how a mathematical education game, DragonBox12+, effects students’ learning about algebra. Data for this research was collected from middle school 7th grade students in the Northeast region of the United States of America. The interviews and classroom observations were recorded on videotape. The research results showed that the video game DragonBox 12+ affects students’ attitude of mathematics and learning of mathematics by the help of using game mechanics to teaching algebraic rules.