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Articles 1 - 8 of 8
Full-Text Articles in Education
A Full Flip: One Catholic University’S Journey With Campus-Wide Flipped Instruction, Carrie Lewis Miller
A Full Flip: One Catholic University’S Journey With Campus-Wide Flipped Instruction, Carrie Lewis Miller
Carrie Lewis Miller, Ph.D.
A campus-wide flipped curriculum model was initiated at a new, private, Catholic university in a large southwestern suburb. The design and development of the curriculum is presented. A formative evaluation was conducted mid-semester to determine the effectiveness of the initiative. Surveys and interviews were conducted with both faculty and students and classroom observations were conducted. Results from the evaluation indicate that students and faculty like the flipped model and that the students have a high level of engagement with the instructional content. Areas for improvement include organization of course materials and the inclusion of pre-recorded lectures. Further training support for …
The Flipped Training Model: Six Steps For Getting Employees To Flip Out Over Training, Quincy Conley, Heather S. Lutz, Carrie Lewis Miller
The Flipped Training Model: Six Steps For Getting Employees To Flip Out Over Training, Quincy Conley, Heather S. Lutz, Carrie Lewis Miller
Quincy Conley
One of the latest trends in education is ‘flipping’ the classroom. The premise behind this form of blended learning is to reframe the role of the teacher in the classroom, to shift the focus towards the student as the constructor rather than receptor of information. As such, a stepwise framework for flipping the classroom is presented in this paper, serving as a starting point for training practitioners interested in how to flip the corporate classroom.
Multiple Purposes Of Eportfolios In Higher Education: A Case Study Of One Department, Lesya M. Hassall
Multiple Purposes Of Eportfolios In Higher Education: A Case Study Of One Department, Lesya M. Hassall
Lesya Hassall
This case study was designed to investigate how the multiple purposes of ePortfolios in support of learning, program assessment, and institutional accountability were expressed in one department. The research site was purposefully identified: the most mature constituency of the eDoc electronic portfolio system initiative at Iowa State University (ISU), the Department of Food Science and Human Nutrition (FSHN), integrated the practice of ePortfolios in its undergraduate curriculum to track student progress, assess the quality of its programs, and prepare for accreditation.;A qualitative interpretive approach was adopted for this research. Rich in content and depth, data were collected from a variety …
Brainbook: An Impact Study Of A Statewide Concussion Awareness Training For High-School Athletes, Quincy Conley, Willi Savenye
Brainbook: An Impact Study Of A Statewide Concussion Awareness Training For High-School Athletes, Quincy Conley, Willi Savenye
Quincy Conley
With so much recent attention given to the diagnosis of, treatment of, and recovery from brain injuries, the sports world is now recognizing concussions as a major public health concern. This paper examines the impact of an e-learning course designed to improve student engagement by replicating popular social network features such as blog posts, videos, and the like. Also, this paper outlines the program overview, evaluation procedures, results, implications of the resulting data, and recommendations for further action. Evidence shows that learning took place as a result of taking the Brainbook course. Furthermore, it was found that high-school students had …
Slow Edtech: Pedagogical Principles, Collaborative Explorations, And Persistent Challenges, Peter Taylor, Felicia Sullivan, Jeremy Szteiter
Slow Edtech: Pedagogical Principles, Collaborative Explorations, And Persistent Challenges, Peter Taylor, Felicia Sullivan, Jeremy Szteiter
Jeremy Szteiter
This article describes two “Slow EdTech” initiatives, using this label to denote a focus on learning and the development of capacities for learning along with a mindful approach to the uptake of new digital tools that become available. One initiative, dating from 2001, is a set of guidelines about specific situations and specific ways in which specific educational technologies are of significant pedagogical benefit. The other, dating from 2013, is online Collaborative Explorations (CEs) for moderate-sized open online collaborative learning. The tools and processes used in CEs for inquiry, dialogue, reflection, and collaboration are designed to be readily learned by …
Scaffolding The Framework For K-16: Building An Il Curriculum For The Acrl Framework, Elizabeth Andrejasich Gibes, Heather G. James
Scaffolding The Framework For K-16: Building An Il Curriculum For The Acrl Framework, Elizabeth Andrejasich Gibes, Heather G. James
Elizabeth Andrejasich Gibes
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
Wendi M. Kappers, PhD
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) …
Play Education Video Games On Their Terms, Wendi M. Kappers
Play Education Video Games On Their Terms, Wendi M. Kappers
Wendi M. Kappers, PhD
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.