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Full-Text Articles in Education

A Fresh Breath Into Student Achievement: Pranayama And Educational Outcomes, Abha Gupta, Smita Sinha, Shana Pribesh, Seema Maira Oct 2014

A Fresh Breath Into Student Achievement: Pranayama And Educational Outcomes, Abha Gupta, Smita Sinha, Shana Pribesh, Seema Maira

Teaching & Learning Faculty Publications

This paper explores using breathing techniques to boost the academic performance of students and describes how teachers can foster the technique in their classrooms. The innovative study examines the differential impact of therapeutic breathing exercises, called pranayama, on students’ academic performance. The paper introduces approaches to therapeutic breathing exercises as an alternative to improve school performance, as well as the self-regulatory behavior, which is known to correlate with academic performance. The study was conducted in a school-wide pranayama program with positive outcomes. The intervention consisted of two breathing exercises, (1) deep breathing, and (2) alternate nostril breathing. It is a ...


Designing Playful Games And Applications To Support Science Centers Learning Activities, Michail N. Giannakos, David Jones, Helen Crompton, Nikos Chrisochoides Jun 2014

Designing Playful Games And Applications To Support Science Centers Learning Activities, Michail N. Giannakos, David Jones, Helen Crompton, Nikos Chrisochoides

Teaching & Learning Faculty Publications

In recent years there has been a renewed interest on science, technology, engineering, and mathematics (STEM) education. Following this interest, science centers' staff started providing technology enhanced informal STEM education experiences. The use of well-designed mobile and ubiquitous forms of technology to enrich informal STEM education activities is an essential success factor. The goal of our research is to investigate how technology applications can be better used and developed for taking full advantage of the opportunities and challenges they provide for students learning about STEM concepts. In our approach, we have conducted a series of interviews with experts from science ...


Discover Math With Sketchpad Explorer, Helen Crompton Jan 2014

Discover Math With Sketchpad Explorer, Helen Crompton

Teaching & Learning Faculty Publications

Review of Geometer's SketchPad.


Research Windows: Iste Standards In The Research, Helen Crompton Jan 2014

Research Windows: Iste Standards In The Research, Helen Crompton

Teaching & Learning Faculty Publications

[First paragraph]

When ISTE began developing educational technology standards for PK-12 students in the early 1990s, it was ahead of its time. The organization saw the need to prepare students for the future, and it invested in standards as a way to give schools a clear path to staying relevant. The future that ISTE foresaw has definitely arrived, but it's not standing still. To ensure that the standards remain useful for students and educators around the world, ISTE has submitted them to a rigorous updating and revision process.


Curation In Translation: Promoting Global Citizenship Through Literature, Kasey L. Garrison, Danielle E. Forest, Sue C. Kimmel Jan 2014

Curation In Translation: Promoting Global Citizenship Through Literature, Kasey L. Garrison, Danielle E. Forest, Sue C. Kimmel

Teaching & Learning Faculty Publications

As curators of the school library collection, librarians ensure the resources they select are of high quality and that they meet students' social needs, including diverse perspectives representative of our world and supportive of global citizenship skills and dispositions. The Mildred L. Batchelder Award given to English translations published in the United States is an option for librarians seeking such cultural diversity for their collections. Using the United Nations' Declaration of the Rights of the Child (1959), the research identifies the strong potential these titles hold for engaging youth and promoting global citizenship.


A Diachronic Overview Of Mobile Learning: A Shift Toward Student-Centered Pedagogies, Helen Crompton Jan 2014

A Diachronic Overview Of Mobile Learning: A Shift Toward Student-Centered Pedagogies, Helen Crompton

Teaching & Learning Faculty Publications

This chapter provides a brief historical overview of the technology contributing to mobile learning (mLearning) and the concomitant progression towards student-centred pedagogies. To begin, mLearning is defined. The theoretical, pedagogical and conceptual underpinnings of it are then explained, with a focus on the technologies and the pedagogies of each decade, from the 1970s and Kay’s futuristic vision of a mobile learning device, to today’s mobile learning technologies that have surpassed Kay’s vision.


Does The Sequence Of Instruction Matter During Simulation?, Jill E. Stefaniak, Carman L. Turkelson Jan 2014

Does The Sequence Of Instruction Matter During Simulation?, Jill E. Stefaniak, Carman L. Turkelson

STEMPS Faculty Publications

Introduction: Instructional strategies must be balanced when subjecting students to full-immersion simulation so as not to discourage learning and increase cognitive overload. The purpose of this study was to determine if participating in a simulation exercise before lecture yielded better performance outcomes among novice learners.

Methods: Twenty-nine participants were divided into 2 groups as follows: group 1 participated in simulation exercises followed by a didactic lecture and group 2 participated in the same learning activities presented in the opposite order. Participants were administered a multiple-choice cognitive assessment upon completion of a workshop.

Results: Learners who participated in the simulated exercises ...


Learning Through Play, The Old School Way: Teaching Information Ethics To Millennials, Lucinda Rush Jan 2014

Learning Through Play, The Old School Way: Teaching Information Ethics To Millennials, Lucinda Rush

Libraries Faculty & Staff Publications

Incorporating gaming and active learning elements into library instruction in academic libraries has proven to be an effective way to engage Millennials and increase their retention of knowledge. This article ties research on the learning preferences of Millennials to elements of active and game-based learning. The author describes the process of creating an innovative game based on Candy Land to teach undergraduates about information ethics and makes recommendations for creating non-digital games for instructional purposes based on this experience.


Exploiting Fluencies: Educational Expropriation Of Social Networking Site Consumer Training, Lucinda Rush, Dylan E. Wittkower Jan 2014

Exploiting Fluencies: Educational Expropriation Of Social Networking Site Consumer Training, Lucinda Rush, Dylan E. Wittkower

Libraries Faculty & Staff Publications

The idea of the digital native was based on abstraction; when we look in detail at the digital activities of high-school and college students, we see deskilling and consumer training rather than information literacy or technical fluency. Yet that training is still training, and may be adaptable in such a way that it can become a literacy—in, for example, the way militaries have mobilised skill-sets produced through gaming. We too can and should mine the narrow and profit-driven consumer training that emerging adults have undergone for kinds of inquiry and critical engagement for which they may have inadvertently been ...


Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fischer, Tian Luo, David R. Moore, Seann Dikkers Jan 2014

Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fischer, Tian Luo, David R. Moore, Seann Dikkers

STEMPS Faculty Publications

This paper will examine how Gagne’s Nine Events of Instruction (1992) may appear, perhaps inadvertently, within commercial games that guide the user from novice to expert player. By employing a qualitative artifact analysis methodology, we examine a popular action adventure video game to determine if game designers encourage players to build game expertise by employing similar events to Gagne’s instructional design model. We demonstrate that our artifact of analysis does consistently employ Gagne’s events, though often in a manner unique to a digitally mediated space. We conclude that an experiential game setting has the potential to be ...