Telehealth Stroke Education For Rural Elderly Virginians,
2011
Old Dominion University
Telehealth Stroke Education For Rural Elderly Virginians, Patricia A. Schweickert, Carolyn M. Rutledge, David C. Cattell-Gordon, Nina J. Solenski, Mary E. Jensen, Sheila Branson, John R. Gaughen
Ellmer School of Nursing Faculty Publications
Objective: Stroke is a prevalent condition found in elderly, rural populations. However, stroke education, which can be effective in addressing the risks, is often difficult to provide in these remote regions. The objective of this study is to evaluate the effectiveness of delivering stroke education to elderly individuals through telehealth versus in-person stroke prevention education methods.
Materials and Methods: A quasi-experimental nonequivalent control group design was used in this study. A convenience sample of 11 elderly adults (36% men, 64% women) with a mean age of 70 was selected from an Appalachian Program for All Inclusive Care for the Elderly …
Cirt Newsletter--January 2011,
2011
University of North Florida
Cirt Newsletter--January 2011, Center For Instruction & Research Technology (Cirt)
CIRT News
This issue contains:
Faculty Spotlight: Concept-focused Presentations with Prezi
Using and Publishing Open Textbooks
Upcoming Events: You Choose!
Digital Thinking: Demonstration Video
Best Practices Online: Discussion Boards
Blackboard News: Bb 9.1 Upgrade
What's New in CIRT?
Conference Poster Printing Update
Effective Knowledge Development In Game-Based Learning Environments: Considering Research In Cognitive Processes And Simulation Design,
2011
Old Dominion University
Effective Knowledge Development In Game-Based Learning Environments: Considering Research In Cognitive Processes And Simulation Design, Amy B. Adcock, Ginger S. Watson, Gary R. Morrison, Lee A. Belfore
STEMPS Faculty Publications
Serious games are, at their core, exploratory learning environments designed around the pedagogy and constraints associated with specific knowledge domains. This focus on instructional content is what separates games designed for entertainment from games designed to educate. As instructional designers and educators, the authors want serious game play to provide learners with a deep understanding of the domain, allowing them to use their knowledge in practice to think through multifaceted problems quickly and efficiently. Attention to the design of serious game affordances is essential to facilitating the development of domain knowledge during game play. As such, the authors contend that …
The Impact Of Computer-Assisted Sight Word Instruction On The Reading Skills Of Students With Significant Intellectual Disabilities,
2011
Old Dominion University
The Impact Of Computer-Assisted Sight Word Instruction On The Reading Skills Of Students With Significant Intellectual Disabilities, Colleen Frances Wood-Fields
Communication Disorders & Special Education Theses & Dissertations
There is a paucity of research identifying instructional methods that promote the reading development of students with significant intellectual disabilities (ID). This research study employed a single subject, multiple baseline design to evaluate the effects of computer-assisted sight word instruction employing constant time delay (CTD) procedures with incidental phonics and comprehension stimuli on the reading skill development of six elementary students with moderate ID and expressive language impairments. Study results suggest that the seven week PowerPoint slide show sight word intervention had very small to moderate intervention effects on receptive sight word identification. However, students learned some incidental letter-sound correspondences …
The Whole World In Their Hands,
2011
Old Dominion University
The Whole World In Their Hands, Helen Crompton, Lynne Goodhand, Susan Wells
Teaching & Learning Faculty Publications
A North Carolina middle school didn't have enough computers to give students reasonable access to the Internet, so administrators implemented a one-to-one iPod touch program. Now every student is connected.
The Impact Of Learning Environment On Argumentative Content And Vocabulary Usage.,
2011
Universiti Malaya
The Impact Of Learning Environment On Argumentative Content And Vocabulary Usage., Prema Ponnudurai
Student Works (2010-2019)
At college level, writing and argumentative writing especially make up the bulk of most ESL (English as a Second Language) courses as they reflect not only students’ overall language proficiency but also their level of critical thinking and depth of academic maturity. To develop these skills, educators often set writing assignments based on information presented in traditional printed texts. The rationale for this is that reading is believed to improve writing quality in terms of content and vocabulary. Today’s Gen Y students, however, are used to faster and more interactive online reading activities (Eisner, 2005) than past generations. Educators may …
Cirt Newsletter--November 2010,
2010
University of North Florida
Cirt Newsletter--November 2010, Center For Instruction & Research Technology (Cirt)
CIRT News
This issue contains:
Faculty Spotlight: Extending Office Hours with Elluminate
Educause10 Debrief
Upcoming Events
Digital Thinking: Recording Audio for the Classroom
Blackboard Catalyst Awards
Blackboard News: Bb 9.1 Upgrade
ITS News: Windows 7 & Office10
What's New in CIRT? Julie Carter
Elluminate Licensing Expansion
Cirt Newsletter--September 2010,
2010
University of North Florida
Cirt Newsletter--September 2010, Center For Instruction & Research Technology (Cirt)
CIRT News
This newsletter contains:
Faculty Spotlight: Using iTunes U to Extend the Classroom
Mobile Learning
Upcoming Events
Digital Thinking: Getting the Most Out of the Web
iTunes U for Blackboard
Blackboard News: Bb World and Blackboard Updates
ITS News
What's New in CIRT?
Website Resources: Google Earth Videos
Efek Estetik-Seduktif Pada Multimedia Terhadap Hasil Belajar,
2010
Universitas Negeri Malang, Indonesia
Efek Estetik-Seduktif Pada Multimedia Terhadap Hasil Belajar, Moeljadi Pranata
Bahasa dan Seni: Jurnal Bahasa, Sastra, Seni, dan Pengajarannya
Effects of seductive aesthetic in multimedia on learning outcomes. Presenting the message in a seductive aesthetic is common in multimedia learning applications. This study aims to test the effect of the aesthetic message design on learning outcomes. Applied experimental method to compare the effects of message design of aesthetic format (DPS), essential (DPE), redundancy verbal (DPR), aesthetic and redundancy verbal (DPS-R) against the results learning of 2 groups different literacy. Analysis of data using MANOVA with significance level 0.05. DPE presentation proved the most superior in learning retention and transfer. Presentation DPS produces a higher transfer on the subject that …
Manipulatives In The Secondary Mathematics Classroom Using A Traditional Algebra Text,
2010
Bemidji State University
Manipulatives In The Secondary Mathematics Classroom Using A Traditional Algebra Text, Christina Mutnansky
Mathematics Graduate Theses
This paper is a review of the research available on manipulative use in the mathematics classroom. Mathematical manipulatives, objects that are used to aid a student in learning a mathematical concept, provide a way for students to learn abstract mathematical concepts in a non lecture situation through hands-on learning and discovery. It specifically focuses on the use of manipulatives in the secondary Algebra classroom and how they can be integrated into a traditional curriculum. It discusses the different types of manipulatives that are available as well as reasons why instructors do not use manipulatives. Guidelines are given for their proper …
Factors That Influence Learning Satisfaction Delivered By Video Streaming Technology,
2010
Old Dominion University
Factors That Influence Learning Satisfaction Delivered By Video Streaming Technology, Daniel Stephen Keenan
STEMPS Theses & Dissertations
In 2005, over 100,000 e-Learning courses were offered in over half of all U.S. postsecondary education institutions with nearly 90% of all community colleges and four year institutions offering online education. Streaming video is commonplace across the internet offering seamless video and sound anywhere connectivity is available effectively making any location a learning environment. The problem investigated in this study was to determine factors that affect the learning satisfaction of students that video streamed courses. This study is important to enable improvements in curriculum, delivery of content, designs of alternative study venues, and guide college administrators in making decisions on …
The Utilization Of A Computer Assisted Guidance System In Academic Advising,
2010
Old Dominion University
The Utilization Of A Computer Assisted Guidance System In Academic Advising, Charles Van Vleck Pfautz
Educational Leadership & Workforce Development Theses & Dissertations
Computer assisted guidance systems may adapt well to various models of academic advising, and they have the ability to address the challenge of meeting the diverse advising needs of community college students without sacrificing the integrity of academic advising (Fowkes & McWhirter, 2007). The purpose of this qualitative case study was to assess current advisor and student use of a specific computer assisted guidance system and to recommend strategies to effect optimum utilization of current generation software. The objective was to create a model for using the computer assisted guidance system as an academic and career planning tool for community …
Development Of A Collaborative Mlearning Module On Nutrition For Form 2 Students.,
2010
Universiti Malaya
Development Of A Collaborative Mlearning Module On Nutrition For Form 2 Students., Dorothy Dewitt
Student Works (2010-2019)
The purpose of this study was to develop a collaborative mobile learning module on the topic of nutrition in Form 2 Science. The module was implemented for a group of Form 2 students in a selected school in the Klang Valley. A developmental research approach was employed for the module, with three phases: needs analysis, design and development, and evaluation. Data from the needs analysis phase was mainly from a survey and the analysis of documents, while in the second phase, written records and interviews were used. In the third phase, data was collected from various sources: online communications records, …
Games For Civic Learning: A Conceptual Framework And Agenda For Research And Design,
2010
Santa Clara University
Games For Civic Learning: A Conceptual Framework And Agenda For Research And Design, Chad Raphael, Christine Bachen, Kathleen-M. Lynn, Jessica Baldwin-Philippi, Kristen A. Mckee
Communication
Scholars, educators, and media designers are increasingly interested in whether and how digital games might contribute to civic learning. However, there are three main barriers to advancing understanding of games’ potential for civic education: the current practices of formal schooling, a dearth of evidence about what kinds of games best inspire learning about public life, and divergent paradigms of civic engagement. In response, this article develops a conceptual framework for how games might foster civic learning of many kinds. The authors hypothesize that the most effective games for civic learning will be those that best integrate game play and content, …
Using Podcasting For Blended Learning,
2010
Pennsylvania State University
Using Podcasting For Blended Learning, Sherry Robinson, Hans-Anton Stubberud, Carsten Blom-Ruud
International Journal for Business Education
Blended learning is a hybrid learning format combining some of the best features of distance learning and traditional face-to-face classes. Through the use of online course management sites and other media, students can access material at their convenience and attend a reduced number of classes that then emphasize interaction. This educational opportunity is especially valuable for working adults who cannot attend traditional classes. However, the lack of lectures can be a challenge for students who learn best by hearing. Podcasting, which involves the creation and distribution of audio and/or video files, is one tool that can help students to learn …
The Effects Of Cooperative And Collaborative Strategies On Student Achievement And Satisfaction In Blended And Online Learning Environments,
2010
Old Dominion University
The Effects Of Cooperative And Collaborative Strategies On Student Achievement And Satisfaction In Blended And Online Learning Environments, Christine E. Nickel
STEMPS Theses & Dissertations
The purpose of this study was to examine whether cooperative versus collaborative strategies used for a group project had differential effects on students' achievement, process and solution satisfaction, value and preference for collaboration, and perceptions of community of inquiry in online and blended environments. The study sample consisted of teacher education students enrolled in a technology integration course. Students' age, academic level, online experience, and teaching experience were used as covariates in an effort to identify differential effects associated with student characteristics. Cooperative and collaborative strategies were differentiated by the amount of structure imposed by the instructor as well as …
Determining The Utility Of Technology For Education,
2010
Old Dominion University
Determining The Utility Of Technology For Education, Brian Spencer Dillon
Computational Modeling & Simulation Engineering Theses & Dissertations
There is a substantial debate concerning the place of technology in education. This debate has been going on over every technology introduced through at least three millennia although the modern version takes place in journal articles. Technology, in the general sense, is already in the educational arena 1n ways which have become so commonplace that we hardly question them today. More modern technologies, however, meet perpetual resistance in achieving their potential. This paper calls into question the most recent trend in research and suggests a new research paradigm which focuses not only on student achievement, but on a variety of …
Learning Spaces In A Second Life,
2010
East Carolina University
Learning Spaces In A Second Life, Eric Kisling, Elizabeth Hodge, Sharon Kibbe
International Journal for Business Education
Pedagogy in virtual worlds is a new phenomenon that is evolving into something very different from the traditional classroom. Learning spaces are currently considered physical spaces, but with virtual worlds, learning spaces can now be designed in multiple ways for any given course. No longer is one constrained to location. A teacher can take their class to see international sites without the costs associated with a physical visit to the same location. As teachers begin to think about their methods of instruction and how best to enable their students to learn fully and completely, the pedagogy that is employed in …
2010 Ijbe Front Matter,
2010
Illinois State University
2010 Ijbe Front Matter, Tamra Connor
International Journal for Business Education
- Editorial Board
- President's Letter
- SIEC-ISBE International
Effectiveness Of The Combat Operational Stress Control Training Program: Expectations Of The U.S. Marine Corps,
2010
Old Dominion University
Effectiveness Of The Combat Operational Stress Control Training Program: Expectations Of The U.S. Marine Corps, Marek M. Sipko
STEMPS Theses & Dissertations
This study evaluated the effectiveness of the U.S. Marine Corps combat operational stress preventive training program to determine whether the program meets the training effectiveness criteria of the Marine Corps. This evaluation entailed both qualitative and quantitative inquiries to answer the subject matter research questions.
The participants consisted of active duty and reserve Marines on active duty. For the purposes of the quantitative analysis, the researcher obtained a random sample of 480 Marines. Additionally, the researcher obtained a purposefully stratified qualitative sample of 12 active duty Marines consisting of four junior non-commissioned Marines, four staff non-commissioned officers, and four commissioned …
