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Full-Text Articles in Education

Student Created Websites: Demonstration Of Information Literacy Skills, Sarah Beckman, Cheryl Sorge, Tabitha Bane Dec 2014

Student Created Websites: Demonstration Of Information Literacy Skills, Sarah Beckman, Cheryl Sorge, Tabitha Bane

Sarah J. Beckman

Senior students are held accountable for learning outcomes in a junior level informatics course. Design skills were applied in the creation of websites used for classroom presentations on select leadership topics. These websites were used as educational tools in the practice setting. Two websites will be featured.


Millinnals Educated And Empowered With Technology, Sarah Beckman, Cheryl Sorge, Tabitha Bane Dec 2014

Millinnals Educated And Empowered With Technology, Sarah Beckman, Cheryl Sorge, Tabitha Bane

Sarah J. Beckman

How do faculty meet the “net generation” learning needs? The challenge of engaging students was accomplished in this senior leadership course using a variety of strategies. Course requirements included a classroom presentation, multimedia applications, and a quality improvement project completed in a 90 hour practicum. Student-developed websites will be featured and evaluated for design, flow, evidence-based information, credibility, currency, and relevancy to practice. Learning outcomes will be assessed using undergraduate curriculum foundations. Participants will be invited to share strategies that were successful for them in engaging the net generation in meaningful coursework.


Meeting The Challenge Of Teaching The Millennial Nursing Student In A Neuman-Based Program, Cheryl Bruick Sorge, Becky A. Salmon Dec 2014

Meeting The Challenge Of Teaching The Millennial Nursing Student In A Neuman-Based Program, Cheryl Bruick Sorge, Becky A. Salmon

Becky A Salmon

No abstract provided.


Millinnals Educated And Empowered With Technology, Sarah Beckman, Cheryl Sorge, Tabitha Bane Dec 2014

Millinnals Educated And Empowered With Technology, Sarah Beckman, Cheryl Sorge, Tabitha Bane

Cheryl L Bruick-Sorge

How do faculty meet the “net generation” learning needs? The challenge of engaging students was accomplished in this senior leadership course using a variety of strategies. Course requirements included a classroom presentation, multimedia applications, and a quality improvement project completed in a 90 hour practicum. Student-developed websites will be featured and evaluated for design, flow, evidence-based information, credibility, currency, and relevancy to practice. Learning outcomes will be assessed using undergraduate curriculum foundations. Participants will be invited to share strategies that were successful for them in engaging the net generation in meaningful coursework.


Student Created Websites: Demonstration Of Information Literacy Skills, Sarah Beckman, Cheryl Sorge, Tabitha Bane Dec 2014

Student Created Websites: Demonstration Of Information Literacy Skills, Sarah Beckman, Cheryl Sorge, Tabitha Bane

Cheryl L Bruick-Sorge

Senior students are held accountable for learning outcomes in a junior level informatics course. Design skills were applied in the creation of websites used for classroom presentations on select leadership topics. These websites were used as educational tools in the practice setting. Two websites will be featured.


Meeting The Challenge Of Teaching The Millennial Nursing Student In A Neuman-Based Program, Cheryl Bruick Sorge, Becky A. Salmon Dec 2014

Meeting The Challenge Of Teaching The Millennial Nursing Student In A Neuman-Based Program, Cheryl Bruick Sorge, Becky A. Salmon

Cheryl L Bruick-Sorge

No abstract provided.


Going The Distance: Best Practices In Designing And Sharing Reusable Learning Objects, Philip Russell Dec 2014

Going The Distance: Best Practices In Designing And Sharing Reusable Learning Objects, Philip Russell

Philip Russell

This paper presents an overview of the suite of online interactive tutorials that have been developed at the Institute of Technology Tallaght (ITT Dublin); with a particular emphasis on best practices for pedagogy and instructional design in terms of creating eLearning tools. The author also details how these learning objects have been made available for reuse on a national and international basis as open educational resources via online repositories


Making The Journey From A Traditional Model To An Online Model, Jenny Shrensker, Nazire Koc Nov 2014

Making The Journey From A Traditional Model To An Online Model, Jenny Shrensker, Nazire Koc

Jenny Shrensker

There is an increasing demand by students for more introductory online courses and more online resources in traditional courses. This session will highlight four teaching techniques that make use of technology, engage the learner, and can be incorporated into any type of course for any subject. The featured technology includes video lectures with a Smartboard, Pencast videos, online quizzes and tests using Respondus, Blackboard, and MyMathLab, and online homework systems.

JCP 204


Using A Wiki For Collaboration And Learning In Helping Profession Education: A Pilot Study, Amanda Rockinson-Szapkiw, Richard J. Silvey Nov 2014

Using A Wiki For Collaboration And Learning In Helping Profession Education: A Pilot Study, Amanda Rockinson-Szapkiw, Richard J. Silvey

Richard Justin Silvey

No abstract provided.


More Than Just Plain Old Technology Adoption: Understanding Variations In Teachers' Use Of An Online Planning Tool, Heather Leary, Victor R. Lee, Mimi Recker Oct 2014

More Than Just Plain Old Technology Adoption: Understanding Variations In Teachers' Use Of An Online Planning Tool, Heather Leary, Victor R. Lee, Mimi Recker

Heather Leary, Ph.D.

This paper examines variability in teachers’ usage patterns as they interacted with an online teacher support tool, the Curriculum Customization Service (CCS), as part of their professional work. The CCS is a web application that supports teachers in planning, adapting, sequencing, and enacting differentiated instruction in Earth science education. By mining the usage log files of over 40 teachers who used the CCS over a yearlong period, we analyzed for variability using a framework developed in marketing research to characterize appropriation of technology. This analysis helped reveal different kinds of teachers’ patterns along two dimensions: frequency and variability of use. …


More Than Just Plain Old Technology Adoption: Understanding Variations In Teachers' Use Of An Online Planning Tool, Heather Leary, Victor R. Lee, Mimi Recker Oct 2014

More Than Just Plain Old Technology Adoption: Understanding Variations In Teachers' Use Of An Online Planning Tool, Heather Leary, Victor R. Lee, Mimi Recker

Heather Leary, Ph.D.

This paper examines variability in teachers’ usage patterns as they interacted with an online teacher support tool, the Curriculum Customization Service (CCS), as part of their professional work. The CCS is a web application that supports teachers in planning, adapting, sequencing, and enacting differentiated instruction in Earth science education. By mining the usage log files of over 40 teachers who used the CCS over a yearlong period, we analyzed for variability using a framework developed in marketing research to characterize appropriation of technology. This analysis helped reveal different kinds of teachers’ patterns along two dimensions: frequency and variability of use. …


How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth Sep 2014

How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth

Carly Finseth

This presentation describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.


How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth Sep 2014

How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth

Carly Finseth

This paper describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.


Standards For Educational, Edutainment, And Developmentally Beneficial Computer Games, R. Peterson, I. Verenikina, J. Herrington Sep 2014

Standards For Educational, Edutainment, And Developmentally Beneficial Computer Games, R. Peterson, I. Verenikina, J. Herrington

I. Verenikina

The results of a comprehensive review of the body of research concerning the developmental and educational value of computer gaming for children is reported. Based on the review, design criteria are proposed for educational and edutainment computer games. In addition, a hierarchy of educational, edutainment, and entertainment game categories is introduced. It is argued that a standard educational labeling system is needed to assist parents and teachers with selecting computer games. A gap in the research is highlighted with regard to the affordances of computer games to facilitate the development of young children’s higher order thinking. It is recommended that …


Evaluation Of A Health Education Program About Traumatic Brain Injury, Jane Mertz Garcia, Debra M. Sellers, Amy E. Hilgendorf, Debra L. Burnett Sep 2014

Evaluation Of A Health Education Program About Traumatic Brain Injury, Jane Mertz Garcia, Debra M. Sellers, Amy E. Hilgendorf, Debra L. Burnett

Debra M. Sellers

Objective: Our aim was to evaluate a health education programme (TBIoptions: Promoting Knowledge) designed to increase public awareness and understanding about traumatic brain injury (TBI) through in-person (classroom) and computer-based (electronic) learning environments. Design: We used a pre-post survey design with randomization of participants to classroom (N = 22) or electronic (N = 22) delivery of the programme, in classroom and computer laboratory settings on the campus of Kansas State University, Manhattan, KS. Method: Forty-four participants rated areas of knowledge about TBI prior to and after the programme experience. They also rated health programme quality and instructional strategies (e.g. video …


Inventing The New Classroom, Jennifer Mart-Rice, Debra Denslaw, Susan Boland, Jesse Bowman Jul 2014

Inventing The New Classroom, Jennifer Mart-Rice, Debra Denslaw, Susan Boland, Jesse Bowman

Jennifer Mart-Rice

No abstract provided.


An Examination Of The Changes In Science Teaching Orientations And Technology-Enhanced Tools For Student Learning In The Context Of Professional Development, Todd Campbell, Rebecca Zuwallack, Max Longhurst, Brett E. Shelton, Paul G. Wolf Jul 2014

An Examination Of The Changes In Science Teaching Orientations And Technology-Enhanced Tools For Student Learning In The Context Of Professional Development, Todd Campbell, Rebecca Zuwallack, Max Longhurst, Brett E. Shelton, Paul G. Wolf

Paul G Wolf

This research examines how science teaching orientations and beliefs about technology-enhanced tools change over time in professional development (PD). The primary data sources for this study came from learning journals of 8 eighth grade science teachers at the beginning and conclusion of a year of PD. Based on the analysis completed, Information Transmission (IT) and Struggling with Standards-Based Reform (SSBR) profiles were found at the beginning of the PD, while SSBR and Standards-Based Reform (SBR) profiles were identified at the conclusion of PD. All profiles exhibited Vision I beliefs about the goals and purposes for science education, while only the …


Learning And Teaching Effectiveness In The Digital Age: A Case Study From A Pacific Tertiary Education Provider, Kerwin A. Livingstone Jun 2014

Learning And Teaching Effectiveness In The Digital Age: A Case Study From A Pacific Tertiary Education Provider, Kerwin A. Livingstone

Kerwin A. Livingstone

The last few decades have seen the dramatic increase in online education in different parts of the world, at different universities. Such a change has been necessitated due to the changing scenes in tertiary learning and teaching, the need to offer students more meaningful options, and the need to embrace student learning diversity. Technology-based education, rightly designed and implemented, provides students with sound educational experiences. The aim of this study is to give a panoramic view of how an online programme is run at one of New Zealand’s Polytechnics, the Open Polytechnic. With this information, all current and prospective online …


Five Excellent Linux Operation Systems And Applications, Zhi-Xue Xu Jun 2014

Five Excellent Linux Operation Systems And Applications, Zhi-Xue Xu

Zhi-Xue Xu

Linux computer operation system for Intel x86-based personal computers has become a good and stable operation system for desktops and servers since Linux kernel first released on 5 October 1991. Linux operation system has been accepted as a more important computer operation system in the IT fields. Meet Linux operation system, fast, free and incredibly easy to use, the Linux operating system powers millions of desktop PCs, laptops and servers around the world. There are some important areas where Linux has significant advantages over both Windows 7 and Mac OS X.

Linux is one of popular version of UNIX operating …


Facing The Interface: Evolving Practices For User-Centered Teaching And Learning, Ronda Wery, Kate Crane, Carly Finseth, Ana Krahmer Jun 2014

Facing The Interface: Evolving Practices For User-Centered Teaching And Learning, Ronda Wery, Kate Crane, Carly Finseth, Ana Krahmer

Carly Finseth

Facing the Interface: Evolving Practices for User-Centered Teaching and Learning: Interface is communication, functioning as the bridge between messenger, message, and audience. However, those who manage the interface also manage communication, creating a power imbalance within learning environments. Recognizing and interrogating power dynamics within a course interface and distributing power among interface designers, teachers, and students can enhance the communication situation to support a more participatory writing classroom. This panel considers how classroom spaces and technologies serve as interfaces that mediate classroom communication between instructors and students by examining interfaces for online class discussions, modes for syllabi delivery, interactivity of …


Promoting Cultural Heritage Through Video, Claudia J. Dold Jun 2014

Promoting Cultural Heritage Through Video, Claudia J. Dold

Claudia J. Dold

Cultural heritage is an ephemeral commodity: If it is not preserved, it will disappear. Capturing cultural heritage on video uses current technology that offers exciting opportunities for librarians. They may record, document, and preserve cultural heritage, including the local languages, in their archives.


Design And Development Smart Classroom For Lecturing Video Capture, Zhi-Xue Xu May 2014

Design And Development Smart Classroom For Lecturing Video Capture, Zhi-Xue Xu

Zhi-Xue Xu

Design and Development Smart Classroom for Lecture Video Capture is one of the important next generation technologies for Smart Classroom in Academic Technology. Lecture Video Capture has been applied to higher education and distance learning. San Jose State University is going to use Video Capture Technology in 51 newly created Smart Classrooms on campus. The members of Faculty can record their lectures in the smart classroom, and live stream video web broadcast. Through the Video Content Server and Sharing, students can watch the lecture repeatedly with the permit from the lectures. These Lecture Video Captures can be applied to E-education …


Re-Thinking Information Literacy Training With Desire2learn Learning Environment And Scorm, Eric A. Kowalik Apr 2014

Re-Thinking Information Literacy Training With Desire2learn Learning Environment And Scorm, Eric A. Kowalik

Eric A. Kowalik

The flipped classroom that started in K-12 has now caught the attention of higher education as a way of encouraging deeper and more meaningful learning for students.
This presentation will demonstrate how, by using an Articulate Storyline SCORM package within the Desire2Learn platform, librarians and instructors flipped the information literacy training session.
A similar version of this presentation was also given at the 2014 Wisconsin Desire2Learn Ignite Regional User Conference in Waukesha, WI.


Classroom Polling Software For Use With Mobile And Web-Based Devices, Nick Renford, Jeremy Straub, Scott Kerlin Apr 2014

Classroom Polling Software For Use With Mobile And Web-Based Devices, Nick Renford, Jeremy Straub, Scott Kerlin

Jeremy Straub

The goal of this project is to create an interface for Android, iOS, and Win-dows Phone smartphones, as well as a web interface that will act as a “clicker”. The instructors will be able to send out questions, and the students will be able to answer the questions, and get feedback if the instructor wants them to have it. The teacher can decide whether the feedback is instant or manually initiated, and what format the response will be, whether it includes the correct answer, and what type of chart, if any, indicating the most com-monly selected answer(s). There will be …


Does Social Media Breed Learner Laziness?, Shelley Kinash, Jeffrey Brand Mar 2014

Does Social Media Breed Learner Laziness?, Shelley Kinash, Jeffrey Brand

Jeffrey Brand

Extract As new technologies grow in popularity, the associated cognitive and moral worries, concerns and questions intensify. The current devices of choice are smartphones, tablets and laptops. People primarily use them for texting, social media and massive multi-player online games. Parents and teachers are concerned, asking questions such as: are people losing the ability to [offline] socialise; is the current technology too addictive, in that children need to be forced to pick up a book or go play outside; is abbreviated and phonetic messaging interfering with people’s spelling and grammatical skills.


Innovation In Education, Debborah Smith, Jeffrey Brand, Shelley Kinash Mar 2014

Innovation In Education, Debborah Smith, Jeffrey Brand, Shelley Kinash

Jeffrey Brand

No abstract provided.


Using Ipad2 To Assess Students' Live Performances And Actively Engage Students With Tutor And Peer Feedback, Julia Wren, Alistair Campbell, John Heyworth, Christine Lovering Mar 2014

Using Ipad2 To Assess Students' Live Performances And Actively Engage Students With Tutor And Peer Feedback, Julia Wren, Alistair Campbell, John Heyworth, Christine Lovering

John Heyworth

Assessing student live performances can be challenging because markers need to make quick and often complex judgements about the learning while at the same time record information and watch the performance. This is further challenged where multiple markers are involved and moderation between markers is required. Maintaining fairness and validity throughout the assessment process can consequently become a significant issue. Moderation of assessment can cause a delay in the turnaround time for student feedback because markers need to meet and review. In addition, the ‘busy type of work’ associated with compiling and sorting individual marks and distributing them to students, …


Streaming Video Resources For Teaching, Learning, And Research, Julie A. Decesare Mar 2014

Streaming Video Resources For Teaching, Learning, And Research, Julie A. Decesare

Julie A DeCesare

In less than 10 years the availability of digitally converted or born digital video, has grown exponentially. Libraries and librarians are constantly navigating, and helping their patrons navigate, this shift from analog to digital. For access to video, our libraries are challenged by an individual consumer marketplace, where institutional access is often limited and expensive. Due to limitations of streaming content, licensing and copyright issues for use in learning management systems and public performance screenings, and time and budgetary issues surrounding the conversion of analog to digital formats, public and educational institutions are still very reliant on physical formats. Patron …


Poster Presentation "An Examination Of Gender And Situational Interest In Multimedia Learning Environments", Natasha Trujillo, Tonia Dousay Feb 2014

Poster Presentation "An Examination Of Gender And Situational Interest In Multimedia Learning Environments", Natasha Trujillo, Tonia Dousay

Tonia A. Dousay

Situational Interest (SI) manifests as a direct result of an individual’s surroundings or environment and is comprised of triggered-SI, the initial arousing, and maintained-SI, long-term influence that translates into personal significance. With respect to multimedia learning environments, elements or principles of multimedia design have proven to increase both triggered-SI and maintained-SI. However, the question remains whether or not gender of an individual in such an environment has an impact on SI. This presentation examines the role of gender in learner preferences and proposes future research questions on the topic.


Mobile Modeling: Using And Creating Ipad And Ipod Apps To Shape Students With Disabilities, Carolyn Wicks, Amanda J. Rockinson-Szapkiw, Justin M. Tucker Feb 2014

Mobile Modeling: Using And Creating Ipad And Ipod Apps To Shape Students With Disabilities, Carolyn Wicks, Amanda J. Rockinson-Szapkiw, Justin M. Tucker

Carolyn J. Wicks

Modeling is a technique that is often used to teach new skills to students with disabilities. Modeling is effective for teaching communication, social, and functional living skills to students with emotional, behavioral, and cognitive disorders (Werts, Caldwell, & Wolery, 1996). Video modeling and audio prompts can be as effective as live modeling (Murzynski & Bourret, 2007; Rehfeldt, Dahman, Young, Cherry, & Davis, 2003). In fact, some researchers have suggested that video modeling results in more rapid acquisition of skills than live modeling and may even be more generalizable across environments (Charlop & Milstein ,1989). With the introduction of mobile devises, …