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Full-Text Articles in Education

Digital Fluency: Skills Necessary For The Digital Age., Gerry White Oct 2013

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 Mar 2013

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 Dec 2012

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 …