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Full-Text Articles in Education

New Teacher Induction Programs: A Case Study Of An Exemplary School District And How It Prepares Its New Teachers For The Use Of Instructional Technology In The Classroom, David Brian Sherman Jan 2014

New Teacher Induction Programs: A Case Study Of An Exemplary School District And How It Prepares Its New Teachers For The Use Of Instructional Technology In The Classroom, David Brian Sherman

Dissertations

This research study examined Generation Y new teachers, the process of new teacher induction, and the most effective methods for providing professional development in instructional technology for Generation Y teachers.

The main research questions for this paper were as follows:

1. What constitutes a high quality new teacher induction program for Generation Y teachers in the area of instructional technology?

2. What recommendations should be made for school districts in order for them to properly train their new Generation Y teachers in the best uses of instructional technology?

3. What are the implications for school leaders?

This was a qualitative …


Get Your Head In The Game: Using Gamification In Business Education To Connect With Generation Y, Sonja Martin Poole, Elyria Kemp, Lauri Patterson, Kimberly Williams Jan 2014

Get Your Head In The Game: Using Gamification In Business Education To Connect With Generation Y, Sonja Martin Poole, Elyria Kemp, Lauri Patterson, Kimberly Williams

Marketing (Formerly Marketing and Law)

Generation Y learners think and learn differently. They seek learning environments that are relaxed, flexible, interactive, and engaging. Gamification incorporates game mechanics to non-game contexts and has been found to motivate or incentivize students using rewards such as points, badges, and certificates. The purpose of this research is to investigate how utilizing gamification mechanics and customer engagement principles in college business courses can engage and foster learning among Generation Y students. Findings from this research suggest that using gamification techniques in the classroom can be an effective tool for enhancing student engagement and learning. Implications and future research are presented.