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Full-Text Articles in Gifted Education

Letter From The Editor In Chief, Jeffrey Lee Dec 2023

Letter From The Editor In Chief, Jeffrey Lee

Transform

The TRANSFORM journal is a space for leaders, mentors, researchers, and practitioners of transformational leadership to be seen, heard, and valued; it is a place for making connections. Relationship-building is central to transformational leadership at all levels of an organization; this fundamental truth is a trending topic in literature. Otherwise, however, leadership can be an isolating experience.

As an ethnographer, I believe the best way to launch an academic, peer-reviewed journal is to do what I do best: storytelling. I want to share my thoughts on transformational leadership through a story in the form of a letter to my younger …


Children And Technology: Why Technology Is Important For Our Children, Jill Mactiernan Dec 2022

Children And Technology: Why Technology Is Important For Our Children, Jill Mactiernan

Student Theses

Many people get scared when they hear about how much technology runs the world today. They tend to get frightened when they go to a store and have to use a selfcheckout instead of a cashier. Parents are scared of the dangers of the internet and how it will affect their children, so they tend to try to prevent/limit their children’s usage of the internet and other technologies. However, that may not always be the right move. Technology can not be avoided; it is a part of our everyday lives. With proper guidance and teachings, children can learn how to …


Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor

Articles

This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …


The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad Feb 2022

The Effect Of Using The Gamification Strategy On Academic Achievement And Motivation Towards Learning Problem-Solving Skills In Computer And Information Technology Course Among Tenth Grade Female Students, Mazyunah Almutairi, Prof. Ahmad Almassaad

International Journal for Research in Education

Abstract

This study aimed to identify the effect of using the gamification strategy on academic achievement and motivation towards learning problem-solving skills in computer and information technology course. A quasi-experimental method was adopted. The study population included tenth-grade female students in Al-Badi’ah schools in Riyadh. The sample consisted of 54 students divided into two equal groups: control group and experimental group. The study tools comprised an achievement test and the motivation scale. The results showed that there were statistically significant differences between the two groups in the academic achievement test in favor of the experimental group, with a large effect …


Advances In Global Education And Research: Volume 4, Waynne B. James, Cihan Cobanoglu, Muhittin Cavusoglu Aug 2021

Advances In Global Education And Research: Volume 4, Waynne B. James, Cihan Cobanoglu, Muhittin Cavusoglu

University of South Florida (USF) M3 Publishing

This is the fourth volume of the Advances in Global Education and Research Book Series. This volume has the following parts:

  • Part 1: Adult Education
  • Part 2: Curriculum and Instruction Development
  • Part 3: Educational Technology
  • Part 4: Education in Other Specialties
  • Part 5: English as a Second Language
  • Part 6: Global Competence
  • Part 7: Higher Education and Educational Leadership
  • Part 8: Inclusive Education
  • Part 9: International Education
  • Part 10: PreK-12
  • Part 11: Research Methods in Education

ISBN: 978-1-955833-04-2

Adult Education


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb

Articles

This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.


A Study On Usage Of Open Educational Resources (Oer) Format To Enhancing The Academic Performance Of Higher Secondary School Students In Ramanathapuram Educational District, Udhaya Mohan Babu R, Dr G. Kalaiyarasan Dec 2019

A Study On Usage Of Open Educational Resources (Oer) Format To Enhancing The Academic Performance Of Higher Secondary School Students In Ramanathapuram Educational District, Udhaya Mohan Babu R, Dr G. Kalaiyarasan

Library Philosophy and Practice (e-journal)

Open Educational Resources (OER) are freely available, openly allowed text, media, and other digital resources that are useful for instruction. The Open Educational Resources (OER) formats are used for this study with the help of the internet. The investigator as a facilitator for this study. The learning is through open educational resources in three months. The quarterly marks were used for pretest and half-yearly marks were used for the post-test score. The experimental method and single group design were employed in the study. 40 students were taken for this study. The simple random sampling has used the study. The findings …


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


The Impact Of Interactive Video On The Academic Achievement Among First Grade Secondary School Students, Saad A. Aldosari, أحمد زيد آل مسعد Dr. Jul 2019

The Impact Of Interactive Video On The Academic Achievement Among First Grade Secondary School Students, Saad A. Aldosari, أحمد زيد آل مسعد Dr.

International Journal for Research in Education

This study has been conducted to assess " The Impact of Teaching by using Interactive Video on the Academic Achievement on computer subject of first year secondary", for Wadi Al Dawasir Province. The research sample consisted of (48) students divided into two groups, experimental and control groups. The experimental group studied the subject using "Interactive Video", while the control group used the "Linear Video" approach as a method of instruction. In order to achieve the above-mentioned purpose of the study, the researcher has designed the tool of the study which is an academic achievement test of 3 levels of Bloom's …


Fragile Strength: Math Self-Efficacy Of High Achieving Girls, Tristan Tang May 2019

Fragile Strength: Math Self-Efficacy Of High Achieving Girls, Tristan Tang

Education | Master's Theses

Math gender gap research shows girls’ math self-efficacy to be correlated with their interest in pursuing higher levels of math education and STEM career opportunities. Most math gender gap studies have used only quantitative approaches, thereby missing the opportunity to gain deeper perspectives directly from girls who are steadfastly facing the math gender gap. This study centered around two small focus groups of girls attending a unique secondary school where every afternoon is fully dedicated to deep engagement with higher-level mathematics. Additionally, parents of girls at the school were surveyed to provide further insight into possible sources of their daughter’s …


Gifted Students In Poverty's Perceptions Of Blended Learning, Darren Chase Crutcher Jan 2019

Gifted Students In Poverty's Perceptions Of Blended Learning, Darren Chase Crutcher

Walden Dissertations and Doctoral Studies

Students who are raised in poverty and are not adapted to technology use have less positive learning experiences with technology usage than other students. The purpose of this qualitative study was to explore students' perceptions of blended learning among gifted students who are enrolled in the free and reduced lunch program in a public high school district in the southeastern United States. Davis's version of the technology acceptance model was used as the conceptual framework. The research questions explored the perceptions of these gifted students when they are taught using blended learning in terms of their attitudes, perceived usefulness, perceived …


Gifted Students In Poverty's Perceptions Of Blended Learning, Darren Chase Crutcher Jan 2019

Gifted Students In Poverty's Perceptions Of Blended Learning, Darren Chase Crutcher

Walden Dissertations and Doctoral Studies

Students who are raised in poverty and are not adapted to technology use have less positive learning experiences with technology usage than other students. The purpose of this qualitative study was to explore students' perceptions of blended learning among gifted students who are enrolled in the free and reduced lunch program in a public high school district in the southeastern United States. Davis's version of the technology acceptance model was used as the conceptual framework. The research questions explored the perceptions of these gifted students when they are taught using blended learning in terms of their attitudes, perceived usefulness, perceived …


Gifted Students In Poverty's Perceptions Of Blended Learning, Darren Chase Crutcher Jan 2019

Gifted Students In Poverty's Perceptions Of Blended Learning, Darren Chase Crutcher

Walden Dissertations and Doctoral Studies

Students who are raised in poverty and are not adapted to technology use have less positive learning experiences with technology usage than other students. The purpose of this qualitative study was to explore students' perceptions of blended learning among gifted students who are enrolled in the free and reduced lunch program in a public high school district in the southeastern United States. Davis's version of the technology acceptance model was used as the conceptual framework. The research questions explored the perceptions of these gifted students when they are taught using blended learning in terms of their attitudes, perceived usefulness, perceived …


Video Composition, Creative Discourse, And Facilitated Freedom: A Teacher's Journey To Reveal Student Potential, Michael A. Brinkmeyer May 2018

Video Composition, Creative Discourse, And Facilitated Freedom: A Teacher's Journey To Reveal Student Potential, Michael A. Brinkmeyer

MSU Graduate Theses

This research project was conducted in response to students’ lack of engagement in traditional modes of instruction and composition in a high school English Language Arts course. In order to better understand students as creative composers of knowledge, this research project asked students to engage in the video production process in collaborative groups. The research was conducted over the course of eight class periods in three different sections of Junior-level English Language Arts courses. Analysis of the data from this study reveals three important findings: 1) students respond well to creative and relevant performance assessments; 2) students’ collaborative conversations, or …


Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb Dec 2017

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …


Honors In Practice, Volume 12 (2016), Editorial Material, Ada Long, Dail Mullins, Karen Lyons Jan 2016

Honors In Practice, Volume 12 (2016), Editorial Material, Ada Long, Dail Mullins, Karen Lyons

Honors in Practice Online Archive

Masthead
Editorial Board
Production Editors
Contents
Editorial Policy, Deadline, and Submission Guidelines
Dedication to Patrice Berger
Editor’s Introduction
About the Authors .
NCHC Publication Order Forms


Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb Oct 2014

Nurturing Play-Makers & Active Investigative Agents: Schwartz Tag, Good Video Games And Futures Of Jewish Learning, Owen Gottlieb

Articles

How can an experiential approach to education, in combination with a games-based orientation, help us reach often-elusive educational goals? In many ways the study of games and game design bring us back to tenets of education that we have long known, including the benefits of self-directed learning and project-based work. Games-based design and learning may provide a way to shift the discussion from “What should an educated Jew know?” to “How does a learner develop a taste for Jewish learning and living?”


Movement In Learning: Revitalizing The Classroom, Marcus Van Oct 2012

Movement In Learning: Revitalizing The Classroom, Marcus Van

MA TESOL Collection

Movement is a vital part of our every day lives, and it is also important for a healthy brain. The following paper examines the shift from movement based learning to a more restrictive rote format, which often has adverse effects on learning. This work discusses the ways in which teachers are under pressure to “teach to the test” instead of creating student-centered classrooms. Some of the side effects of a test-centered approach are low self-esteem (from not meeting strict academic requirements) and behavioral problems in students.

Adding more movement to lessons can provide variation and relief from the rote-only system. …


Igniting And Nurturing The Next Generation Of Stem Talent, Innovation And Leadership, By Design, Stephanie Pace Marshall Jul 2012

Igniting And Nurturing The Next Generation Of Stem Talent, Innovation And Leadership, By Design, Stephanie Pace Marshall

Stephanie Pace Marshall, Ph.D.

Regrettably, most American students experience STEM learning as an exclusive, individual, theoretical and “formulaic” enterprise. By decoupling STEM education from the human experience, we have distorted the essential nature of the scientific enterprise and advanced instrumentalist and utilitarian rationales for pursuing STEM careers—global economic superiority and technological competition.


Igniting And Nurturing The Next Generation Of Stem Talent, Innovation And Leadership, By Design, Stephanie Pace Marshall Jan 2009

Igniting And Nurturing The Next Generation Of Stem Talent, Innovation And Leadership, By Design, Stephanie Pace Marshall

Publications & Research

Regrettably, most American students experience STEM learning as an exclusive, individual, theoretical and “formulaic” enterprise. By decoupling STEM education from the human experience, we have distorted the essential nature of the scientific enterprise and advanced instrumentalist and utilitarian rationales for pursuing STEM careers—global economic superiority and technological competition.


Evaluation Of An Adult Education Technology Program, Iwasan D. Kejawa Ed.D Oct 2007

Evaluation Of An Adult Education Technology Program, Iwasan D. Kejawa Ed.D

Department of Teaching, Learning, and Teacher Education: Dissertations, Theses, and Student Research

The purpose of this study was to evaluate the adult education technology program at a chartered alternative adult education center in Florida. The adult education center had a low rate of students passing the Florida Comprehensive Assessment Test (FCAT). This study examined the impact of the use of computer technology in an effort to improve student learning in mathematics, reading, and science. Computers at the institution were used by all students for tutorials to prepare them for the FCAT and to obtain a high school diploma. The research questions for this study were as follows: 1. Is the education technology …