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Full-Text Articles in Education

A Storied Tale: Melding Digital Storytelling, Service-Learning, And Digital And Information Literacy Skills For Pre-Service Teachers, Heather K. Beirne Nov 2018

A Storied Tale: Melding Digital Storytelling, Service-Learning, And Digital And Information Literacy Skills For Pre-Service Teachers, Heather K. Beirne

EKU Faculty and Staff Scholarship

Today’s teachers, a diverse body of individuals with a variety of technological backgrounds and skill sets, often find themselves working from a “digital immigrant” perspective. Even pre-service teachers, who may be classified as digital natives, report “strong positive beliefs in technology, yet moderate confidence and reserved attitude in using technology” (Lei, 2009); Lei reports that, though they are often viewed as “innovative users of available technology and eager adopters of new technology,” pre-service teachers are also not utilizing digital technology to its fullest advantage, self-report that they do not feel comfortable with or proficient at the use of higher level …


Innovation In Pedagogy And Technology Symposium: University Of Nebraska, May 8, 2018, University Of Nebraska Oct 2018

Innovation In Pedagogy And Technology Symposium: University Of Nebraska, May 8, 2018, University Of Nebraska

Zea E-Books Collection

Selected Conference Proceedings, Presented by University of Nebraska Online and University of Nebraska Information Technology Services.

University of Nebraska Information Technology Services (NU ITS) and University of Nebraska Online (NU Online) present an education and technology symposium each spring. The Innovation in Pedagogy and Technology Symposium provides University of Nebraska (NU) faculty and staff the opportunity to learn from nationally recognized experts, share their experiences and learn from the initiatives of colleagues from across the system. This event is offered free to NU administrators, faculty and staff free of charge. Tuesday, May 8, 2018 The Cornhusker Marriott, Lincoln, NE

Technology …


Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb Oct 2018

Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb

Articles

Lost & Found is a game series, created at the Initiative for

Religion, Culture, and Policy at the Rochester Institute of

Technology MAGIC Center.1 The series teaches medieval

religious legal systems. This article uses the first two games

of the series as a case study to explore a particular set of

processes to conceive, design, and develop games for learning.

It includes the background leading to the author's work

in games and teaching religion, and the specific context for

the Lost & Found series. It discusses the rationale behind

working to teach religious legal systems more broadly, then

discuss the …


Middle School Teachers' Use And Perceptions Of Digital Game-Based Learning, Spencer Vogt Jan 2018

Middle School Teachers' Use And Perceptions Of Digital Game-Based Learning, Spencer Vogt

Walden Dissertations and Doctoral Studies

Studies have shown that digital media and digital games can enhance students' learning experience. However, few teachers appear to use digital game-based learning (DGBL) regularly. The purpose of this qualitative study was to understand how middle school teachers use DGBL in the classroom and the factors that positively and negatively influenced their choices to use DGBL. Rogers's diffusion of innovations theory framed the study. Research questions examined how middle school teachers use DGBL in the classroom, what they view as positively and negatively influencing decisions to integrate DGBL, and differences based upon the point in their teaching career when they …


Program Evaluation Of A Laptop Initiative For Student Learning, Thomas O'Hara Jan 2018

Program Evaluation Of A Laptop Initiative For Student Learning, Thomas O'Hara

Walden Dissertations and Doctoral Studies

Administrators of a New Jersey school district implemented a 1:1 laptop initiative in Grades 6-8 in 2013 to bolster student achievement. An evaluation had not been conducted to ascertain the effectiveness of the initiative. The purpose of this study was to examine the effect of the 1:1 laptop initiative on student achievement. The conceptual framework for this study was Stufflebeam's context, input, process, and product evaluation model. The focus of the research question was the differences in New Jersey Assessment of Skills and Knowledge math scores between students involved in the 1:1 laptop initiative for 1 year and students who …