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Full-Text Articles in Education

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 Jan 2011

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

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 …


Mathematics In The Age Of Technology: There Is A Place For Technology In The Mathematics Classroom, Helen Crompton Jan 2011

Mathematics In The Age Of Technology: There Is A Place For Technology In The Mathematics Classroom, Helen Crompton

Teaching & Learning Faculty Publications

In today’s world of ubiquitous computing there are a number of technologies available to K-12 educators for teaching and learning mathematics. However, Koehler and Mishra (2008) have described how teaching and learning with such technologies presents a “wicked problem,” as it can involve a number of variables, independent of each other and contextually bound, that need to be brought together. This article highlights the advantages technology offers for mathematics education and looks at some of the reasons behind the poor uptake, such as teacher beliefs and lack of training. A number of solutions are offered to address these issues, including …


Rethinking The Development Of Weapons And Their Impact, Petros J. Katsioloudis, Mildred V. Jones Jan 2011

Rethinking The Development Of Weapons And Their Impact, Petros J. Katsioloudis, Mildred V. Jones

STEMPS Faculty Publications

The article presents information on conventional weaponry and threats posed by it for the environment. Weapons consist of chemical, biological, depleted uranium, landmines, nuclear, jet fighters, and even the conventional lead bullets. It is stated that the manufacturing of biodegradable weapons that don't pollute the environment must be promoted, as they also strengthen the laws which ban the use of toxic and other chemical weapons. A table on correlation with standards for technological literacy, is also presented.


The Whole World In Their Hands, Helen Crompton, Lynne Goodhand, Susan Wells Jan 2011

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 Use Of Virtual Environments In Teacher Preparation, Sharon Judge, Petros Katsioloudis, Theo Bastiaens (Ed.), Martin Ebner (Ed.) Jan 2011

The Use Of Virtual Environments In Teacher Preparation, Sharon Judge, Petros Katsioloudis, Theo Bastiaens (Ed.), Martin Ebner (Ed.)

Communication Disorders & Special Education Faculty Publications

While virtual technology for training in the simulation field has had a long history in medicine and the military, the application of emerging and innovative technologies in teacher preparation and education has been limited. TeachME™ (Teaching in a Mixed Reality Environment) is an innovative mixed-reality environment (the blending of real and synthetic content) where prospective teachers can interact with a group of virtual students. The purpose of the virtual teaching environment of TeachME™ is to positively impact teacher recruitment, preparation, and retention in education by allowing teachers to improve their skills with virtual students, providing a more ethical approach to …


The Visport Project: Visualization Of Port Logistics, Petros J. Katsioloudis, Ginger S. Watson Jan 2011

The Visport Project: Visualization Of Port Logistics, Petros J. Katsioloudis, Ginger S. Watson

STEMPS Faculty Publications

The article focuses on the introduction of Visualization in Port Logistics (VisPort) web-based tool project for the visualization of port careers and logistics in the U.S. It outlines the educational objectives of the project including the virtual reality experience associated with port operation, the multimedia environment for the learning of students, and the simulation of port logistics. It mentions that the scientific and technical visualization curriculum offered to students enhances the skills related to scientific and mathematical concepts as well as the experience on graphic techniques.


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 Jan 2011

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 …