Open Access. Powered by Scholars. Published by Universities.®
Articles 1 - 3 of 3
Full-Text Articles in Educational Technology
The Virtual Classroom: What Can Be Learned From The Covid-19 Lockdown, James L. Nations
The Virtual Classroom: What Can Be Learned From The Covid-19 Lockdown, James L. Nations
Senior Theses
This paper seeks to examine the teaching practices utilized during the initial COVID-19 lockdown in higher education. This forced switch to the virtual classroom forced many professors to make innovative changes to adapt to this change in teaching modality. These changes can now be examined and evaluated for potential future application. By reviewing the current literature, performing an analysis of grades from Fall 2017 through Summer 2022, and interviewing select professors at the University of South Carolina, this paper seeks to illuminate some of the potential issues that arise when adapting in-person curriculums to the virtual classroom as well as …
Web Annotation In English Language Arts: Online Dialogue As A Platform To Support Student Comprehension Of Texts, Jonathan B. Allred
Web Annotation In English Language Arts: Online Dialogue As A Platform To Support Student Comprehension Of Texts, Jonathan B. Allred
Graduate Theses and Dissertations
This study explores how web annotation—through a process of online reading, writing in the margins, and replying to others’ comments—influences student dialogue in ways that research suggests are associated with improved comprehension. Viewing data through a dialogic lens, and using a qualitative, multiple case study design to observe two high school English Language Arts teachers and their students, this inquiry was guided by the following research questions: (a) How do English Language Arts teachers use web annotation to support student comprehension of texts? (b) To what extent, if any, does web annotation appear to support student comprehension of texts? and …
Rethinking Gaming & Representation Within Digital Pedagogy: An Instructor’S Guide, Anthony Wheeler
Rethinking Gaming & Representation Within Digital Pedagogy: An Instructor’S Guide, Anthony Wheeler
Dissertations, Theses, and Capstone Projects
This work fully analyzes the creation process and implementation of a deeply-structured social commentary in the form of a digital interactive-fiction, created in the open software known as Twine. My co-developer, Raven Gomez, and I created a game that explores the challenges of navigating spaces within higher education as someone who identifies as something considered to be “other” by the standards of the common Western curriculum. Once the infrastructure of the product itself is outlined, this work follows students in an English Composition I course throughout their experiences creating digital interactive-fiction games based on pivotal moments in their lives that …