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Articles 211 - 240 of 269
Full-Text Articles in Educational Technology
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Dissertations
Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …
Nuanced Narratives: Reporting With Critical Race And Feminist Standpoint Theories, Emily Margaret Pelland
Nuanced Narratives: Reporting With Critical Race And Feminist Standpoint Theories, Emily Margaret Pelland
Graduate Theses, Dissertations, and Problem Reports (ETD)
The Google Expedition titled WWI Era Through the Eyes of the Chicago Defender explores African American experiences during the early years of the Great Migration (1910-1970). Conventional journalism relies on the false idea that journalists are meant to be, and can be, objective, outside observers. This report provides tools for journalists to create more nuanced, thorough storytelling endeavors. This report describes the theoretical framework and intent of the Virtual Reality (VR) project for students in grades 8 and above. It utilizes Feminist Standpoint Theory (FST) and Critical Race Theory (CRT) to cultivate a VR experience that acknowledges particular, overlooked aspects …
Technology Education In The United States, Johnny J. Moye, Philip A. Reed, Steven A. Barbato, Shinichi Fujita
Technology Education In The United States, Johnny J. Moye, Philip A. Reed, Steven A. Barbato, Shinichi Fujita
STEMPS Faculty Publications
Technology education has a long history in the United States as manual training in the 1870s, industrial arts through most of the twentieth century, and now as technology and engineering education in most states. Federal legislation has helped define and finance technology programs while organizations such as the International Technology and Engineering Educators Association, National Academies, National Science Foundation, National Assessment Governing Board, and National Aeronautics and Space Administration have shaped content and pedagogy. There are many opportunities in the U.S. such as Integrative STEM Education, growing informal education experiences in makerspaces, and expanding elementary technology education, but there are …
Breaking Through The Echo Chamber: Teaching Students To Use Technology For College Research And Global Citizenry, Kaitlin Drake
Breaking Through The Echo Chamber: Teaching Students To Use Technology For College Research And Global Citizenry, Kaitlin Drake
Capstone Projects and Master's Theses
Preparing high school students for college level courses is vital to their success in higher education. Information literacy and digital literacy are necessary skills for college students in order to conduct their research for their classes. My own research was a compilation of scholarly articles and books focused on digital literacy, information literacy, and the issues surrounding these terms to understand what today’s students need in the classroom to succeed as young researchers. Search engines like Google operate under a facade of being an unbiased source. In reality, they are a for profit company whose search results go through an …
Leveraging A Massive Open Online Course In The Local Church To Teach Hermeneutics, Howard Dale Tryon
Leveraging A Massive Open Online Course In The Local Church To Teach Hermeneutics, Howard Dale Tryon
Doctoral Dissertations and Projects
The increase in massive open online course (MOOC) offerings in theological higher education presents unique equipping opportunities for local churches, providing high-quality instruction from authoritative scholars. The purpose of this project is to facilitate participation in a MOOC to equip members of Calvary Baptist Church, Lynchburg, Virginia, with basic hermeneutic principles in order to enrich personal Bible study and prepare for teaching the Bible. A pretest and posttest assess the effectiveness of the program to impart knowledge of hermeneutical concepts and skills. A concluding survey determines the extent to which participants plan to use learned hermeneutic methods and principles in …
Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb
Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb
Articles
Lost & Found is a game series, created at the Initiative for
Religion, Culture, and Policy at the Rochester Institute of
Technology MAGIC Center.1 The series teaches medieval
religious legal systems. This article uses the first two games
of the series as a case study to explore a particular set of
processes to conceive, design, and develop games for learning.
It includes the background leading to the author's work
in games and teaching religion, and the specific context for
the Lost & Found series. It discusses the rationale behind
working to teach religious legal systems more broadly, then
discuss the …
Research Innovation And Institutional Growth: Digital Humanities, Usm, And The University Of Maine System, Janet M. Billson, Katherine Bessey
Research Innovation And Institutional Growth: Digital Humanities, Usm, And The University Of Maine System, Janet M. Billson, Katherine Bessey
Research Innovation and Institutional Growth
No abstract provided.
Using Wikipedia In Israel Studies Courses, Shira Klein
Using Wikipedia In Israel Studies Courses, Shira Klein
History Faculty Articles and Research
Instructors of Israeli history or literature, like professors in other areas, complain about students’ use of Wikipedia—and with good reason. Unlike peer-reviewed scholarship, many Wikipedia articles contain information that is both incomplete and wrong. Most instructors will warn their students that relying on Wikipedia is a sure recipe for failing assignments. Yet there is a way to mobilize this giant encyclopedia for pedagogical purposes. When students in Israel Studies classes are assigned to edit Wikipedia articles, they achieve multiple goals: they gain critical reading skills, shape public knowledge about Israel, and engage in active learning. This article explains how to …
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Articles
This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to …
The Role Of Mobile Learning In Promoting Global Literacy And Human Rights, Judith M. Dunkerly-Bean, Helen Crompton
The Role Of Mobile Learning In Promoting Global Literacy And Human Rights, Judith M. Dunkerly-Bean, Helen Crompton
Teaching & Learning Faculty Publications
In this chapter the authors review the fairly recent advances in combating illiteracy around the globe through the use of e-readers and mobile phones most recently in the Worldreader program and the United Nations Educational Scientific and Cultural Organization (UNESCO) mobile phone reading initiatives. Situated in human rights and utilizing the lens of transnational feminist discourse which addresses globalization and the hegemonic, monolithic portrayals of “third world” women as passive and in need of the global North’s intervention, the authors explore the ways in which the use of digital media provides increased access to books, and other texts and applications …
Promising Digital Practices For Nondominant Learners, Kathy Bussert-Webb, Laurie A. Henry
Promising Digital Practices For Nondominant Learners, Kathy Bussert-Webb, Laurie A. Henry
Bilingual and Literacy Studies Faculty Publications
This case study took place during an after-school program in a public Texas school district along the U.S./Mexico border. We explore a focal participant’s technology access and use as part of our larger digital literacy research. We asked: What in- and out-of-school digital literacy skills, access, and experiences did Robot Boy (pseudonym) possess? How did he behave as a rhizome? Overarching theoretical frameworks were postmodernism and New Literacy Studies; within these theories, we focused on rhizomic principles and digital literacies. This research is part of a larger mixed methods research study (Bussert-Webb & Henry, 2016) focused on an exploration of …
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Articles
How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.
The case covered in this chapter is a mobile Augmented Reality …
Infographics On The Brain, Rachel S. Evans
Infographics On The Brain, Rachel S. Evans
Presentations
Higher Education is often known for a certain type of learning experience in the classroom. Students expect thick books and in many areas of study, the Socratic method, but generally little in the way of visual aids. Students in other areas of study, including K-12, are increasingly benefiting from their educators using infographics in the classroom. The potential uses in higher education range from giving your course syllabus a facelift, to illustrating facts visually, and even to teaching students to create their own infographics as a practice-ready skill. This session will quickly explore why today’s students are drawn to visuals …
Developing Mobile Apps For Improving The Orientation Experience Of First-Year "Third Level" Students, Nevan Bermingham, Mark Prendergast, Trevor Boland, Mary O'Rawe, Barry Ryan
Developing Mobile Apps For Improving The Orientation Experience Of First-Year "Third Level" Students, Nevan Bermingham, Mark Prendergast, Trevor Boland, Mary O'Rawe, Barry Ryan
Conference papers
Smartphone usage by students has increased rapidly over the last number of years, and research points to an expectation for increased utilisation of mobile applications in college educational environments. First year students have particular needs when they transition to higher education (or 'third level'), as they can experience a number of personal, social and cultural difficulties. Orientation is a critical stage for these students and the earlier students have access to important orientation information, the less stressful the initial stages of college are. At Dublin Institute of Technology (DIT), the authors designed a bespoke mobile application tailored to the particular …
Infographics On The Brain: Lightning Talk, Rachel S. Evans
Infographics On The Brain: Lightning Talk, Rachel S. Evans
Presentations
A 5 minute lightning talk discusses the benefits and potential uses for infographics in libraries.
Infographics: A Librarian's Best Friend, Rachel S. Evans
Infographics: A Librarian's Best Friend, Rachel S. Evans
Presentations
Infographics are on the rise as a communication medium in libraries. We live in a visual world; we are visual creatures, naturally drawn to graphical representations. Using free web applications, librarians and their support staff can now easily create beautiful and compelling infographics which can serve multiple purposes in the library environment. From community outreach and marketing of programs and collections to internal use as a presentation aid and everything in between, infographics can help us relay important information in an attractive way for little to no cost. This presentation will discuss the advantages of using infographics in the library …
Analysis Of Attitudes, Gender, And Beliefs Of Adolescent Students Concerning Interactive Technology, Courtney L. Teague
Analysis Of Attitudes, Gender, And Beliefs Of Adolescent Students Concerning Interactive Technology, Courtney L. Teague
Theses and Dissertations
This applied dissertation was designed to provide insight about the perceptions of middle school students attending a Title I school about technology use and careers. Using a mixed methods approach, the researcher explored the beliefs and circumstances that affect attitudes and behaviors in technology usage by eighth-grade boys and girls. The research questions for this study included: 1) female Title I middle school students' perceptions of interactive technology, 2) male Title I middle school students' perceptions of interactive technology, and 3) gender differences towards interactive technology. Data were collected from six focus group participants and 226 students who completed a …
Stuck In The Last Ice Age: Tracing The Role Of Document Design In The Teaching Materials Of Writing Courses, Erin Duffy Pastore
Stuck In The Last Ice Age: Tracing The Role Of Document Design In The Teaching Materials Of Writing Courses, Erin Duffy Pastore
English Theses & Dissertations
Teaching materials play vital roles in writing classrooms, yet they are understudied genres in English Studies. Teaching materials are inherently visual genres; the document design choices made by teachers illuminate values held about writing and writing classrooms. They are understudied genres, in part, because of the feminized position of composition. A professional writing investigation of the document design of teaching materials offers opportunities to rectify this. I developed a technofeminine genre tracing methodology focused on exploring the visual convention choices made by teachers and how these visual conventions are interpreted by students across the three levels of activity: the activity-driven …
A Diachronic Overview Of Mobile Learning: A Shift Toward Student-Centered Pedagogies, Helen Crompton
A Diachronic Overview Of Mobile Learning: A Shift Toward Student-Centered Pedagogies, Helen Crompton
Teaching & Learning Faculty Publications
This chapter provides a brief historical overview of the technology contributing to mobile learning (mLearning) and the concomitant progression towards student-centred pedagogies. To begin, mLearning is defined. The theoretical, pedagogical and conceptual underpinnings of it are then explained, with a focus on the technologies and the pedagogies of each decade, from the 1970s and Kay’s futuristic vision of a mobile learning device, to today’s mobile learning technologies that have surpassed Kay’s vision.
Gendered Narratives Of Innovation Through Competition: Lessons From Science And Technology Studies, Scout Calvert
Gendered Narratives Of Innovation Through Competition: Lessons From Science And Technology Studies, Scout Calvert
University of Nebraska-Lincoln Libraries: Faculty Publications
Library and information science is a technologically intensive profession with a high percentage of women, unlike computer science and other male-dominated fields. On the occasion of the 2011 Association for Library and Information Science Education (ALISE) conference, this essay analyzes the theme “Competitiveness and Innovation” through a review of social psychology and science and technology studies literature. Both theme concepts have ramifications for library and information science (LIS) education. Librarianship and teaching are both professions that resist commodification because they rely on embodied labor and personal interaction. Competition, as a management or learning style, may not promote meaningful innovation in …
The Effects Of Digital Technology On Basic Writing, Leslie Denise Norris
The Effects Of Digital Technology On Basic Writing, Leslie Denise Norris
English Theses & Dissertations
At this study's research site—a small, Virginia community college—faculty, staff and students use digital technology to share information daily, which could cause a problem for some students: students may need digital literacy instruction before the college requires those courses. Another potential problem is that scholars (Stephens, Houser, and Cowan) indicate that some instructors across the academy treat students negatively if students do not demonstrate digital, rhetorical dexterity when communicating—particular digital skills that some students lack.
For this study, I surveyed basic writing (BW) instructors and students at the research site to learn more about their digital experiences. The surveys yielded …
A Special Dvd Homework Project To Assist At-Risk Students With Reading Practice, Mary Kathleen Kronemeyer
A Special Dvd Homework Project To Assist At-Risk Students With Reading Practice, Mary Kathleen Kronemeyer
Theses Digitization Project
The purpose of this project was designed to give students and their family's additional support in language arts through a technologically facilitated means to review the skills and strategies that are covered in one theme of the first grade Houghton Mifflin Reading Program. This project provides this additional instruction via a DVD which models ways for the students to practice spelling, practice sight words, reinforce the grammar shills of nouns and verbs and review definitions of vocabulary words.
The Impact Of Computer-Assisted Sight Word Instruction On The Reading Skills Of Students With Significant Intellectual Disabilities, Colleen Frances Wood-Fields
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 …
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
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 Interactive Multimedia Kits And Websites On Self-Directed Learning In Chinese Pronunciation And Tones, Hui-Kuei Hsieh
The Impact Of Interactive Multimedia Kits And Websites On Self-Directed Learning In Chinese Pronunciation And Tones, Hui-Kuei Hsieh
All-Inclusive List of Electronic Theses and Dissertations
This study examined whether interactive multimedia (IM) and interactive websites (IW) have an impact on Millennials' self-directed learning in Chinese pronunciation and tones. A set of multimedia kits and several interactive websites were adopted for the study. Twenty-six volunteer German high school girls were involved in this study and were divided into two groups for two treatment conditions. Condition 1 was that the first group of learners used IM and IW to self-study Chinese pronunciation and tones for 4 weeks. Condition 2 was that the second group of learners used not only IM and IW for self-directed learning but also …
Family Literacy And Digital Literacies : A Redefined Approach To Examining Social Practices Of An African-American Family, Tisha Yvette Lewis
Family Literacy And Digital Literacies : A Redefined Approach To Examining Social Practices Of An African-American Family, Tisha Yvette Lewis
Legacy Theses & Dissertations (2009 - 2024)
Abstract
Guidelines For Twenty-First Century Instructional Design And Technology Use: Technologies' Influence On The Brain, Jennifer Gabriel
Guidelines For Twenty-First Century Instructional Design And Technology Use: Technologies' Influence On The Brain, Jennifer Gabriel
Electronic Theses and Dissertations
The increasingly global environment has spurred the economy in the United States as well as the economies in nearly every other nation. Although the U.S. remains the world leader in the global economy, research shows that the United States is at risk of losing its place as the world leader in science and innovation. Policymakers have recognized the need for research addressing global competitiveness. President Bush signed the America Competes Act, which calls for increased investment in innovation and education to improve U.S. competitiveness and President Barack Obama has named a platform, "Science, Technology and Innovation for a New Generation" …
Online Metacognitive Tool Development: Final Development, Joseph Luca, Mark Mcmahon
Online Metacognitive Tool Development: Final Development, Joseph Luca, Mark Mcmahon
Research outputs pre 2011
The authors of this paper have been developing an online metacognitive tool over the past four years through a process of iterative design and development stages using Design-Based research. Based on feedback from students, tutors and peers, the application has now been finally developed and is available for public download. The application helps students working in teams reflect on their learning strategies through a process of planning, monitoring and evaluation, and allows students to reflect on their performance.
International Teacher Perspectives On Using Computers To Teach Music, Jun-Ting Sun
International Teacher Perspectives On Using Computers To Teach Music, Jun-Ting Sun
All-Inclusive List of Electronic Theses and Dissertations
This study investigated how four expert teachers from Australia, Japan, Taiwan and the United States integrated computers into their music classrooms. Through the use of qualitative interviewing methodology (Kvale, 1996), in-depth interviews were conducted between the participants and the researcher. The questions focused on the decision making process behind how these expert teachers chose to integrate technology in their music classes as well as the impact of various cultural, societal, and political influences (parents, teachers, students, school administrators, government officials and policy, and the community) on the development and implementation of their curriculum. Findings from this study suggest that music …
Research Supporting Technology Education- Task Force 2.4 Final Report, Philip A. Reed, Jim Carlson, Fred Figliano, Hal Harrison, Hyuksoo Kwon, Johnny Moye, Phyllis Opare, John M. Ritz, Roger Skophammer, John Wells
Research Supporting Technology Education- Task Force 2.4 Final Report, Philip A. Reed, Jim Carlson, Fred Figliano, Hal Harrison, Hyuksoo Kwon, Johnny Moye, Phyllis Opare, John M. Ritz, Roger Skophammer, John Wells
STEMPS Faculty Publications
(First paragraph) ITEA's Board of Directors convened a task force in 2006 to identify research on technology teaching and learning. The resulting database is designed to help teachers, supervisors, and anyone that needs to show research support for technology education. The research was compiled by the following task force members: