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Articles 1 - 5 of 5
Full-Text Articles in Curriculum and Instruction
Fa 2020 About This Issue: The Power In Slowing Down
Fa 2020 About This Issue: The Power In Slowing Down
Journal on Empowering Teaching Excellence
Whether it be videotaping, guided classroom conversations, lecture-based, or written, feedback is the backbone of educational excellence. We use it to mentor beginning undergraduates, writers, readers, explorers, and experimenters. And, if we are thoughtful, feedback becomes a loop by which we slow down learning, we engage reading, writing and exploring, and we collaborate our way to becoming better.
Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine
Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine
Journal of Archaeology and Education
Archaeology is traditionally a hands-on, in-person discipline when it comes to formal and informal instruction; however, more and more we are seeing the application of blended and online instruction and outreach implemented within our discipline. To this point, much of the movement in this direction has been related to a greater administrative emphasis on filling university classrooms, as well as the increasing importance of public outreach and engagement when it comes to presenting our research. More recently, we have all had to adjust our activities and interactions in reaction to physical distancing requirements during a pandemic. Whether in a physical …
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
Articles
This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …
Edustream, Jon Le, Moises Lopez, Koby Yoshida
Edustream, Jon Le, Moises Lopez, Koby Yoshida
Student Scholar Symposium Abstracts and Posters
After getting a glimpse into a world where we are unable to leave our houses, we realize the level of in-class education has been a difficult one to uphold. Many people are currently struggling to keep up with class material due to the new online format. However, there have been people experiencing these problems with education long before 2020. EduStream aims to provide tutoring sessions through live-stream and recordings to anyone looking to improve their education. During early versions of EduStream, user testing was collected through paper prototyping and the testing revealed EduStream is a program that university students would …
Meaningful Engagement Via Robotic Telepresence: An Exploratory Case Study, Tommy Lister
Meaningful Engagement Via Robotic Telepresence: An Exploratory Case Study, Tommy Lister
Current Issues in Emerging eLearning
Recent advances in robotic telepresence have created new opportunities for students that are unable to engage in traditional classroom environments physically. Although these technologies are still being tested in application, early indicators support the idea that robotic telepresence enhances the learning experience by allowing greater autonomy and depth of engagement with peers. This exploratory case study examines the experiences of a fifth-grade student who was limited in her ability to attend school due to illness. It utilizes a qualitative investigation into the experiences of robotic-telepresence from the perspectives of the remote student, peer students in the classroom context, and the …