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Full-Text Articles in Education

Evaluation Of An Adult Education Technology Program, Iwasan D. Kejawa Ed.D Oct 2007

Evaluation Of An Adult Education Technology Program, Iwasan D. Kejawa Ed.D

Department of Teaching, Learning, and Teacher Education: Dissertations, Theses, and Student Research

The purpose of this study was to evaluate the adult education technology program at a chartered alternative adult education center in Florida. The adult education center had a low rate of students passing the Florida Comprehensive Assessment Test (FCAT). This study examined the impact of the use of computer technology in an effort to improve student learning in mathematics, reading, and science. Computers at the institution were used by all students for tutorials to prepare them for the FCAT and to obtain a high school diploma. The research questions for this study were as follows: 1. Is the education technology …


Inst7150 - Introduction To Open Education, Fall 2007, David Wiley Aug 2007

Inst7150 - Introduction To Open Education, Fall 2007, David Wiley

Instructional Technology & Learning Sciences - OCW

The goals of the course are (1) to give you a firm grounding in the current state of the field of open education, including related topics like copyright, licensing, and sustainability, (2) to help you locate open education in the context of mainstream instructional technologies like learning objects, and (3) to get you thinking, writing, and dialoguing creatively and critically about current practices and possible alternative practices in open education.


The Design And Use Of Simulation Computer Games In Education, Brett E. Shelton, David A. Wiley Jul 2007

The Design And Use Of Simulation Computer Games In Education, Brett E. Shelton, David A. Wiley

Instructional Technology and Learning Sciences Faculty Publications

This book, edited by Brett Shelton and David Wiley, is a view of models and simulations for education and research.

Table of Contents

1. In Praise of Epistemology - David Shaffer

2. Six Ideas in Search of a Discipline - Richard Van Eck

3. Building Bridges Between Serious Game Design and Instructional Design - Jamie Kirkley, Sonny Kirkley and Jerry Heneghan

4. Layered Design in an Instructional Simulation - Andrew S. Gibbons and Stefan Sommer

5. Designing Educational Games for Activity-Goal Alignment - Brett E. Shelton

6. "The Peripatos Could Not have Looked Like That," and Other Educational Outcomes From …


Learning Designs: Bridging The Gap Between Theory And Practice, S. Bennett, S. Agostinho, Lori Lockyer, Lisa Kosta, J. Jones, R. Koper, Barry Harper Jan 2007

Learning Designs: Bridging The Gap Between Theory And Practice, S. Bennett, S. Agostinho, Lori Lockyer, Lisa Kosta, J. Jones, R. Koper, Barry Harper

Faculty of Education - Papers (Archive)

This paper summarises the work being conducted in an ongoing research agenda focused on exploring how the ‘learning design’ construct can be used to support university educators to create both pedagogically sound and interoperable e-learning experiences. The premise of this work is that a learning design can be used to support the pedagogical design process and the integration of international e-learning standards, such as learning object metadata and IMS-LD, enabling resources and tools to be technically interoperable across different standards-compliant systems. The paper presents the rationale guiding this research focus, describes the features of the research that is underway, and …


Students @ Play: Serious Games For Learning In Higher Education., Pauline Rooney Jan 2007

Students @ Play: Serious Games For Learning In Higher Education., Pauline Rooney

Conference papers

The rise of digital games over recent years has been exponential. While many are used for entertainment, digital games have also begun to permeate education — which has lead to the coining of the term ―serious games‖ [1]. Proponents of serious games argue that they hold enormous potential for learning [2], by embodying a range of pedagogical strategies. While some have adopted commercial games for use in the classroom, others have designed games specifically for educational purposes. However, designing complex and realistic serious games with limited budgets and resources is difficult. In addition, achieving a successful balance between the competing …