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Articles 1 - 30 of 93
Full-Text Articles in Education
Mobile Inquiry-As-Play In Mathematics Teacher Education, Jeremiah I. Holden
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 of tools, …
Place-Based Design Education: A Pedagogy For Classroom And Community-Based Civic Participation [Book Chapter], J. Mathews, Jeremiah I. Holden
Place-Based Design Education: A Pedagogy For Classroom And Community-Based Civic Participation [Book Chapter], J. Mathews, Jeremiah I. Holden
Remi Holden
No abstract provided.
Games, Ethics, And Engagement: Potential Consequences Of Game Design And Gameplay [Book Chapter], S. Sibenthal Adams, Jeremiah I. Holden
Games, Ethics, And Engagement: Potential Consequences Of Game Design And Gameplay [Book Chapter], S. Sibenthal Adams, Jeremiah I. Holden
Remi Holden
No abstract provided.
Exploring Faculty Decision-Making Processes For Using Instructional Technology In The Classroom: Implications For Policy And Practice, Matthew T. Hora, Jeremiah I. Holden
Exploring Faculty Decision-Making Processes For Using Instructional Technology In The Classroom: Implications For Policy And Practice, Matthew T. Hora, Jeremiah I. Holden
Remi Holden
Given the primacy of instructional technology in today’s college classroom, it is important to understand how faculty use these tools, especially how they adapt specific tools to meet the unique needs of particular faculty or instructional situations. Instructional designers and policymakers face the challenge of introducing innovations into established patterns of tool use and educational practice. As a result, when interventions are designed and implemented without a working understanding of existing practices and workplace conditions, incompatibilities between the demands of the innovation and the constraints of the local setting may result. Instructional designers need robust accounts of local practice, which …
How Can Teachers Use Video Games To Teach Their Students Mathematics?, Jeremiah I. Holden, C. Williams
How Can Teachers Use Video Games To Teach Their Students Mathematics?, Jeremiah I. Holden, C. Williams
Remi Holden
Imagine a veteran mathematics educator eager to refine her practice. Alternatively, what of the first-year teacher confident in her ability to adapt new technologies to communicate, problem-solve, and share information. How might either identify what makes video games and gameplay effective in a mathematics classroom? What are the advantages of game-based learning in contrast to more traditional instructional strategies, and can pitfalls be avoided, successes recognized, and challenges mitigated? We recommend:
- Investigating online resources and communities, including GameDesk's Educade , Common Sense Media's Graphite , MinecraftEdu , and Playful Learning to find teacher-recommended games;
- Playing game demos, envisioning how students' …
Priorities And Pathways For Civic Caucusing: The Michigan Student Caucus, Jeremiah I. Holden, Jeff Stanzler, Michael Fahy, Jeff Kupperman
Priorities And Pathways For Civic Caucusing: The Michigan Student Caucus, Jeremiah I. Holden, Jeff Stanzler, Michael Fahy, Jeff Kupperman
Remi Holden
No abstract provided.
Gameful Learning As A Way Of Being, Jeremiah I. Holden, Jeff Kupperman, Aviva Dorfman, Tim Saunders, Amanda Pratt, Pagan Mackay
Gameful Learning As A Way Of Being, Jeremiah I. Holden, Jeff Kupperman, Aviva Dorfman, Tim Saunders, Amanda Pratt, Pagan Mackay
Remi Holden
As a variation on game-based learning, we propose the concept of 'gameful learning' as a framework that encourages improvisation, playfulness, and social interaction, and which takes into account the unique contingencies of individual people and specific content. We describe gameful learning in terms of three elements: attitude, identity, and ignorance. Three cases of gameful learning are examined across diverse learning environments: a fourth grade science class studying matter, a secondary world history class studying the Middle Ages, and an educational technology graduate programme. Cross-case analysis reveals how gameful learning elements relate to attitudes of agency and social necessity, becoming a …
Exploring The Role Of Instructional Technology In Course Planning And Classroom Teaching: Implications For Pedagogical Reform, Matthew T. Hora, Jeremiah I. Holden
Exploring The Role Of Instructional Technology In Course Planning And Classroom Teaching: Implications For Pedagogical Reform, Matthew T. Hora, Jeremiah I. Holden
Remi Holden
Instructional technology plays a key role in many teaching reform efforts at the postsecondary level, yet evidence suggests that faculty adopt these technology-based innovations in a slow and inconsistent fashion. A key to improving these efforts is to understand local practice and use these insights to design more locally attuned interventions. This exploratory study draws on systems-of-practice theory from distributed cognition research to provide a framework for producing comprehensive accounts of technology use. This account includes three components: (a) awareness of the local resource base for instructional technology, (b) decision-making processes regarding tool use, and (c) actual classroom use of …
Training Educational Managers To Use Information Systems: A Three Phase Approach [Conference Proceeding Chapter], Connie Fulmer, F. Frank
Training Educational Managers To Use Information Systems: A Three Phase Approach [Conference Proceeding Chapter], Connie Fulmer, F. Frank
Connie L. Fulmer
No abstract provided.
The Cure For Early Grades Assessment Difficulties? Take A Tablet, Maurice Walker
The Cure For Early Grades Assessment Difficulties? Take A Tablet, Maurice Walker
Maurice Walker
Maurice Walker reports on an innovative approach to assessment using tablets to monitor educational development in the early years of schooling.
The Brief & Expansive History (And Future) Of The Mooc: Why Two Divergent Models Share The Same Name, Rolin Moe
The Brief & Expansive History (And Future) Of The Mooc: Why Two Divergent Models Share The Same Name, Rolin Moe
Rolin Moe
Within popular media, the massive open online course (MOOC) is presented as a novel idea created by maverick professors and further developed with a goal to further democratize education on bases of quality and cost. The perception of this sequence of events as modular history has perpetuated a difficulty in developing MOOC-related research and critique within the fields of distance and online education. At the center of this struggle is the MOOC acronym: its initial development was in 2008, and its use today happens in opposition to the theoretical and pedagogical elements of the 2008 MOOC. This paper endeavors to …
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
Carly Finseth
This paper describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.
Re-Thinking Information Literacy Training With Desire2learn Learning Environment And Scorm, Eric A. Kowalik
Re-Thinking Information Literacy Training With Desire2learn Learning Environment And Scorm, Eric A. Kowalik
Eric A. Kowalik
Quality Learning With Technologies: Strategies For School Leaders To Address Challenges And Dilemmas, Kathryn Moyle
Quality Learning With Technologies: Strategies For School Leaders To Address Challenges And Dilemmas, Kathryn Moyle
Professor Kathryn Moyle
The integration of technologies into schools is often promoted as a way to improve the quality of students’ learning, and an approach that enables teachers to be more ‘learner focused’.
Virtual learning environments, such as learning management systems, mobile technologies, online games, simulations and virtual worlds, are seen to offer teachers the ability to personalise learning for students, and as a way to enable students to be in control of the pace of their own learning. Technologies are also seen to assist in the collection and analysis of data about students’ achievements. Integrating technologies into school programs however, is not …
Digital Fluency: Skills Necessary For The Digital Age., Gerry White
Digital Fluency: Skills Necessary For The Digital Age., Gerry White
Dr Gerald K. White
Many researchers argue that major innovations, especially the internet, adopted by society, have an effect on the structure of the human brain, which may or may not be a change for the better. If the structure of the human brain and ways of finding information and communication are changing as a result of the internet, then changes to the way that students learn, and probably what they are learning, would appear to follow. This article examines the skills that will be required for the twenty first century that will need to be embedded in educational curricula in order to achieve …
Using Video And Web Conferencing Tools To Support Online Learning, Paula Jones
Using Video And Web Conferencing Tools To Support Online Learning, Paula Jones
Paula Jones
This chapter examines effective methods for using video and web conferencing tools to support online learning. The authors discuss the concept of presence, how web conferencing can be used to support presence in online courses, and why it is important to do so. Because of the impact web conferencing can have in learning, this chapter explores a variety of teaching roles that best leverage these conferencing tools. The chapter includes information on various web conferencing software programs (paid and open source). Best practices for using web conferencing tools in online learning are also explored.
3d Gamelab: Quest-Based Pre-Service Teacher Education, Chris Haskell, Lisa Dawley
3d Gamelab: Quest-Based Pre-Service Teacher Education, Chris Haskell, Lisa Dawley
Chris Haskell
Games and gaming constructs have emerged as a tantalizing and often provocative tool for instructional delivery. Methods and pedagogy for effectively employing games, like quest-based learning, as educational tools are developing. This chapter explores the use of game-based pedagogy for a pre-service teacher education course, as well the development of a quest-based learning management system (3D GameLab) to support the class. The chapter is grounded in design-based research, and discusses four phases of development and theory generation. In each of these phases, the quest-based learning management system, course curriculum, and game-based pedagogy were subject to the same iterative process to …
Playing E-Textbooks Ends The Stale, Mate, Jeffrey Brand
Playing E-Textbooks Ends The Stale, Mate, Jeffrey Brand
Jeffrey Brand
No abstract provided.
Design Variables Of Attraction In Quest-Based Learning, Charles Haskell
Design Variables Of Attraction In Quest-Based Learning, Charles Haskell
Chris Haskell
Critics of the American education system point to student boredom, lack of personalized and relevant instruction, and a deficit of 21st century skills as challenges to producing productive citizens of a modern, digital society (Barab et al., 2009; Eccles & Wingfield, 2002; Ketelhut, 2007; U.S. Department of Education Office of Educational Technology, 2010). Digital learning, including game-based approaches, offers opportunities to bring about meaningful, engaging, individualized learning (Barab & Dede, 2007; Gee, 2005; Squire, 2003). Quest-based learning is an instructional design theory of game-based learning that focuses on student activity choice within the curriculum, which offers promising pedagogical possibilities in …
Comparing Technology-Related Teacher Professional Development Designs: A Multilevel Study Of Teacher And Student Impacts, Andrew Walker, Mimi Recker, Lei Ye, Brooke Robertshaw, Linda Sellers, Heather Leary
Comparing Technology-Related Teacher Professional Development Designs: A Multilevel Study Of Teacher And Student Impacts, Andrew Walker, Mimi Recker, Lei Ye, Brooke Robertshaw, Linda Sellers, Heather Leary
Heather Leary, Ph.D.
No abstract provided.
Designing For Problem Based Learning: A Comparative Study Of Technology Professional Development, Andrew Walker, Mimi Recker, Brooke Robertshaw, Jeffrey Olsen, Linda Sellers, Heather Leary, Yu-Chun Kuo, Lei Ye
Designing For Problem Based Learning: A Comparative Study Of Technology Professional Development, Andrew Walker, Mimi Recker, Brooke Robertshaw, Jeffrey Olsen, Linda Sellers, Heather Leary, Yu-Chun Kuo, Lei Ye
Heather Leary, Ph.D.
No abstract provided.
Introduction; Becoming A Literary Trust Agent, Lisa Russell
Introduction; Becoming A Literary Trust Agent, Lisa Russell
Lisa M Russell
Social Media in Context: Writers Explore the Marketplace brings the world of social media to a practical level, exploring it through the experiences of resourceful entrepreneurs and established corporations, novice users, and expert consultants. Addressing and going far beyond the use of Facebook and Twitter to reach consumers and build professional relationships, Social Media in Context illustrates how marketers and public relations professionals can: • meet and engage potential audiences through interactive location-based marketing • boost employee productivity by injecting corporate intranets with social media in order to streamline communication • help transform society by creating and participating in niche …
Beyond Research: Opencourseware In The Institutional Repository, Heather Leary, Brett Shelton, Marion Jensen
Beyond Research: Opencourseware In The Institutional Repository, Heather Leary, Brett Shelton, Marion Jensen
Heather Leary, Ph.D.
Presentation given at the 2009 LITA National Forum in Salt Lake City, Utah on archiving OpenCourseWare in the Institutional Repository. The main function of OpenCourseWare is to provide open access to collections of educational materials used in formal courses. The main function of an Institutional Repository is to collect, preserve, and disseminate intellectual output of an institution. Since OCW is a significant portion of the intellectual output of a university, archiving OCW in an institutions repository seems a perfect marriage of means and opportunity.
Experiences In The Field: The Evolution Of A Teacher Technology Professional Development Model, M. Robertshaw, Andrew Walker, Mimi Recker, Heather Leary, Linda Sellers
Experiences In The Field: The Evolution Of A Teacher Technology Professional Development Model, M. Robertshaw, Andrew Walker, Mimi Recker, Heather Leary, Linda Sellers
Heather Leary, Ph.D.
The New Science of Learning: Cognition, Computers and Collaboration in Education deftly explores the multiple relationships found among these critical elements in students’ increasingly complex and multi-paced educational experience. Starting with instructors’ insights into the cognitive effects of digital media—a diverse range of viewpoints with little consensus—this cutting-edge resource acknowledges the double-edged potential inherent in computer-based education and its role in shaping students’ thinking capabilities.
A Study Of Teachers' Use Of Online Learning Resources To Design Classroom Activities, Mimi Recker, Andrew Walker, S. Giersch, X. Mao, B. Palmer, D. Johnson, Heather Leary, B. Robertshaw
A Study Of Teachers' Use Of Online Learning Resources To Design Classroom Activities, Mimi Recker, Andrew Walker, S. Giersch, X. Mao, B. Palmer, D. Johnson, Heather Leary, B. Robertshaw
Heather Leary, Ph.D.
While much progress has been made on the technical design and development of digital libraries, much less is known about how and why education digital library content and associated tools can support and enhance the activities of educators in their professional work. This article elaborates a conceptual framework that characterizes teachers' practices when using online learning resources (called 'teaching as design'), and a professional development model aimed at increasing teachers' capacity for designing learning activities in the context of authentic practice. Findings from two workshop implementations showed positive impacts on teachers' knowledge, attitudes, and subsequent behaviours using online learning resources. …
Instructional Blogging: Links And Resources, Mark Mcdayter
Instructional Blogging: Links And Resources, Mark Mcdayter
Mark McDayter
a list of online and print resources, articles, and posts relating to the use of student blogs for instruction. These are intended as a supplementary resources for those taking the workshop on “Getting Started with Scholarly Blogging: Blogs as a Research and Teaching Tool in the Humanities.“ This list is updated and augmented periodically.
Things I Didn’T Know That I Didn’T Know About Student Blogging, Mark Mcdayter
Things I Didn’T Know That I Didn’T Know About Student Blogging, Mark Mcdayter
Mark McDayter
An expanded and referenced version of a presentation on the subject of student blogging in postsecondary education. Includes a discussion of blogging rubrics for students and criteria for evaluation.
Putting It Into Practice Developing Student Critical Thinking Skills In Teacher Education: The Models, Methods, Experiences And Results, Paula Jones, Debbie Haydon
Putting It Into Practice Developing Student Critical Thinking Skills In Teacher Education: The Models, Methods, Experiences And Results, Paula Jones, Debbie Haydon
Paula Jones
Most teachers would agree that they teach reasoning skills in their classes. However, are they explicitly incorporating strategies that teach students to think critically? If so, how do they know these methods are effective? The purpose of this book is to summarize and share a variety of methods for developing students’ critical thinking skills. Each chapter focuses on a select teacher education class where the instructor implemented components of the Paul and Elder Model of Critical Thinking.
Written from the instructor’s point of view, each chapter details how each instructor utilized components of the Paul and Elder Model to support …
Experiences In The Field: The Evolution Of A Teacher Technology Professional Development Model, M. Robertshaw, Andrew Walker, Mimi Recker, Heather Leary, Linda Sellers
Experiences In The Field: The Evolution Of A Teacher Technology Professional Development Model, M. Robertshaw, Andrew Walker, Mimi Recker, Heather Leary, Linda Sellers
Linda Sellers
The New Science of Learning: Cognition, Computers and Collaboration in Education deftly explores the multiple relationships found among these critical elements in students’ increasingly complex and multi-paced educational experience. Starting with instructors’ insights into the cognitive effects of digital media—a diverse range of viewpoints with little consensus—this cutting-edge resource acknowledges the double-edged potential inherent in computer-based education and its role in shaping students’ thinking capabilities.
Connecting People With Online Resources: The Instructional Architect (Technology), Mimi Recker, Andrew Walker, Heather Leary, Linda Sellers, Lei Ye, M. Robertshaw
Connecting People With Online Resources: The Instructional Architect (Technology), Mimi Recker, Andrew Walker, Heather Leary, Linda Sellers, Lei Ye, M. Robertshaw
Linda Sellers
The National Science Foundation (nsf.gov) has funded a large initiative to catalog collections of high-quality online resources into the National Science Digital Library (nsdl.org). The mission of the NSDL is to help improve education for all teachers and students. The purpose of this module is to help you find high-quality online resources, learn strategies for incorporating them into a free software tool called the Instructional Architect, and use these projects in an instructional situation. In this module, you will learn to access online resources and to use tools to help solve instructional or learning problems or issues that you currently …