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Electrate Language Learning: An Analysis Of Foreign Language Acquisition In Virtual Environments, Anna Wilkerson
Electrate Language Learning: An Analysis Of Foreign Language Acquisition In Virtual Environments, Anna Wilkerson
All Theses
This thesis delves into three different virtual platforms that have potential to promote foreign language learning using a constructionist, personal approach: Second Life, a three-dimensional multi-user virtual environment (MUVE); Livemocha, a social networking site; and World of Warcraft, a multiplayer online role-playing game (MMORPG). Each platform is built on varying levels of pedagogical influence. Livemocha, for instance, is built entirely around the principle of tandem language learning whereas Second Life is not designed around such principles but has the capability of incorporating them. Lastly, World of Warcraft does not contain the ability for players to build pedagogy into the platform, …
An Investigation Of Fundamental Competencies For Printed Electronics, John Jacobs
An Investigation Of Fundamental Competencies For Printed Electronics, John Jacobs
All Theses
A survey was taken of professionals in the printed electronics industry to determine the basic educational requirements the industry had of a student graduating with a degree in graphic communications or printing sciences. A test was conducted of graphic communication seniors graduating in May 2010 to determine their fundamental knowledge of printed electronics. Data obtained from the industry survey was used to determine the relevant components of a basic printed electronics education. The data obtained from the graduating senior examination determined their areas of knowledge of printed electronics. The needs identified from the industry survey were compared to the areas …
Game-Street: Rhetoric And Critical Play For Business Ethics Instruction, Glen Southergill
Game-Street: Rhetoric And Critical Play For Business Ethics Instruction, Glen Southergill
All Theses
This thesis explores business ethics instruction as a rhetorical problem and discusses critical play as a means of learning. Artistotle's concept of phronesis, or practical wisdom, is used as a way of demonstrating the problematic nature of business ethics pedagogy theory and practice when viewed through a lens of social epistemic rhetorical theory. Rather than attempting to quantify business ethics, this work argues for a subversive paradigm achievable through critical play.
Game space is observed in two domains of ethical learning. I argue that the business ethics classroom space of Clemson University is a form of remediated non-space constrained by …
The Relationship Between The Use Of Written Symbols In Preschoolers And Exposure And Use Of Art Media, Helen Prince
The Relationship Between The Use Of Written Symbols In Preschoolers And Exposure And Use Of Art Media, Helen Prince
All Theses
The Visual Arts are an important part of the daily life of an early childhood classroom. Through drawing, painting, and other expressive media, young children develop early representational skills. These skills are an important component of early literacy development. This paper documents an action research project that took place in a 4K classroom. The aim of the project was to understand why the children in this classroom did not voluntarily spend time writing and drawing in the arts center while also working on strategies for promoting the children's use of the arts center and representational experiences. This research provides support …