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Articles 1 - 10 of 10
Full-Text Articles in Education
Narrative World Building: Creative Applications For Gamification In Study Abroad, Ashley Lear
Narrative World Building: Creative Applications For Gamification In Study Abroad, Ashley Lear
Publications
This study examined a cohort of 12 study abroad participants taking a course on video game topography and narrative in Salamanca, Spain, to determine how inhabiting and co-creating narrative worlds as part of the coursework might impact the experiences of the students inside and outside of the classroom as they engaged in mandated and optional cultural engagement activities, such as museum tours and excursions to historical sites. Students completed two gameful learning activities: 1) they co-created their own narrative game world in a group game proposal assignment drawing upon research from storytelling through game environments, and 2) they created independent …
Technology-Enabled Active Learning In Gen Ed Courses, Emily Faulconer
Technology-Enabled Active Learning In Gen Ed Courses, Emily Faulconer
Publications
Technology tools can achieve active learning in asynchronous online courses. The H5P platform promotes self-paced, self-directed active learning through activities including branching scenarios, crosswords, flashcards, and interactive videos. This tool can provide formative feedback through features that allow provision of automatic feedback for a variety of question types (e.g.; fill in the blank, multiple choice, image hotspot, and drag and drop). H5P activities were embedded in the learning management system of two introductory general education courses. Learning analytics data and student perspectives were collected. This data will be used to guide future use of this technology tool in online courses.
Collaboration Between Faculty And The Library Using Oer For Curriculum Development, Kelly Whealan George, Anne Marie Casey
Collaboration Between Faculty And The Library Using Oer For Curriculum Development, Kelly Whealan George, Anne Marie Casey
Publications
• High Cost of Textbooks
• $1,240 – expected cost of textbooks in 2018-2019 for 4-year college students (CollegeBoard, 2019)
• 43.8% of Florida students spent $301 or more on textbooks in Spring 2018 (Florida Virtual Campus, 2018, p. 9)
• 63% of ERAU students surveyed in summer 2018 found textbooks more expensive than expected
• Case Study to explore textbooks in online courses
• Collaboration between the Library and the Faculty create value for the university and student population by incorporating OER into the course development process.
Informing Online Doctoral Course Development Using Student Feedback, Haydee M. Cuevas, Jan G. Neal
Informing Online Doctoral Course Development Using Student Feedback, Haydee M. Cuevas, Jan G. Neal
Publications
This paper describes the initial development and continuous improvement of DAV 715: Human Factors in Aviation, an online post graduate course in the Ph.D. in Aviation program at Embry-Riddle Aeronautical University (ERAU), from the perspectives of the subject matter expert (SME)/course instructor and the instructional designer/course builder as well as with consideration of student feedback. The process was guided by the 3-Phase Design (3PD) model developed by Sims and Jones (2003). The first section of the paper presents a definition of instructional design and development and salient instructional design challenges. This section also includes descriptions of the Ph.D. in Aviation …
A Study Of Video-Mediated Opportunities For Self-Directed Learning In Required Core Curriculum, Debra T. Bourdeau, Donna Roberts, Beverly Wood, Johnelle Korioth
A Study Of Video-Mediated Opportunities For Self-Directed Learning In Required Core Curriculum, Debra T. Bourdeau, Donna Roberts, Beverly Wood, Johnelle Korioth
Publications
Improving a required course in our curriculum that has proven to be a challenge for our students was the focus of this study. Surveys of both students and instructors attempted to identify specific problem areas. Using the information from these surveys, the researchers developed a series of videos to explain vital course concepts and deployed these into the course sections. The purpose of the videos is to provide consistency across the multiple modalities in which we offer our courses (including online, classroom and via videoconferencing) and to improve overall student understanding. This project seeks to determine how supplemental content focusing …
Video-Mediated Opportunities For Self-Directed Learning In Undergraduate Research Methodology Courses, Debra T. Bourdeau, Donna Roberts, Thomas E. Sieland, Beverly Wood
Video-Mediated Opportunities For Self-Directed Learning In Undergraduate Research Methodology Courses, Debra T. Bourdeau, Donna Roberts, Thomas E. Sieland, Beverly Wood
Publications
No abstract provided.
Code For Every Librarian: Css - Html - Javascript, James Day, Cheryl Wolfe
Code For Every Librarian: Css - Html - Javascript, James Day, Cheryl Wolfe
Publications
Code For Every Librarian: CSS - HTML - JAVASCRIPT
Interactive Multimedia Learning On Health Care Among Lebanese Women: An Exploratory Study, Joanna R. Kassem, Zeinab H. Houssein, Leila Halawi
Interactive Multimedia Learning On Health Care Among Lebanese Women: An Exploratory Study, Joanna R. Kassem, Zeinab H. Houssein, Leila Halawi
Publications
Multimedia learning greatly enhanced the learning outcome and experience of learners exposed to it. The proposed study will explore the usefulness of multimedia learning software devised to educate Lebanese pregnant women who have a low level of formal education about pregnancy and early infant care. The study will be based on the media richness theory. It is expected that through media rich programs, communication of information is facilitated, promoting the resolving of indecisiveness and ambiguity that stems out of the lack of knowledge or information about a given a subject and the inability to convey a meaning of what is …
Play Education Video Games On Their Terms, Wendi M. Kappers
Play Education Video Games On Their Terms, Wendi M. Kappers
Publications
It is imperative when utilizing educational video games in K-12 classrooms that student preferences with regard to game play, purpose, and design be considered in order to maximize game play efficiency for learning. As Web 2.0 content infiltrates our educational medium, student customization is key. This manuscript intends to share customization requests gleaned during an 18-week experimental study examining educational video game effects upon 7th graders enrolled in Mathematics and Mathematics 2 courses.
Analysis Of The Supporting Websites For The Use Of Instructional Games In K-12 Settings, Mansureh Kebritchi, Wendi M. Kappers Phd, Atsusi Hirumi, Renee Henry
Analysis Of The Supporting Websites For The Use Of Instructional Games In K-12 Settings, Mansureh Kebritchi, Wendi M. Kappers Phd, Atsusi Hirumi, Renee Henry
Publications
This article identifies resources to be included in a website designed to facilitate the integration of instructional games in K-12 settings. Guidelines and supporting components are based on a survey of K-12 educators who are integrating games, an analysis of existing instructional game websites, and summaries of literature on the use of educational software in K-12 settings and teacher technology training. The results indicate that educators face three main challenges when integrating games, including: (a) technical and logistical requirements, (b) curriculum integration, and (c) teacher training. To overcome these challenges, K-12 educators should be provided with: (a) curriculum resources, (b) …