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Instructional Media Design Commons

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Full-Text Articles in Instructional Media Design

Effect Of Flipped Classroom On Learning Management Systems And Face-To-Face Learning Environments On Students' Gender, Interest And Achievement In Accounting, Ernest O. Ugwoke, Nathaniel Ifeanyi Edeh, Joseph C. Ezemma Nov 2018

Effect Of Flipped Classroom On Learning Management Systems And Face-To-Face Learning Environments On Students' Gender, Interest And Achievement In Accounting, Ernest O. Ugwoke, Nathaniel Ifeanyi Edeh, Joseph C. Ezemma

Library Philosophy and Practice (e-journal)

There are several factors that influence students learning and academic achievement. Some of the factors include motivation, interest, learning environment, level of student-student, teacher-student interaction and collaboration nature of assessment processes and feedback etc. However, literature has revealed that students’ interest and academic achievement can be improved if modern technology is integrated into teaching and learning process. The major purpose of this study is to determine the effects of flipped classroom model on learning management systems (LMS) and f2f learning environments on students' achievement and interest in accounting. The design of the study is quasi-experimental. The study used intact classes …


Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb Oct 2018

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 …


How Design Features In Digital Math Games Support Learning And Mathematics Connections, Patricia S. Moyer-Packenham, Christina W. Lommatsch, Kristy Litster, Jill Ashby, Emma P. Bullock, Allison L. Roxburgh, Jessica F. Shumway, Emily Speed, Benjamin Covington, Christine Hartmann, Jody Clarke-Midura, Joel Skaria, Arla Westenskow, Beth L. Macdonald, Jurgen Symanzik, Kerry Jordan Oct 2018

How Design Features In Digital Math Games Support Learning And Mathematics Connections, Patricia S. Moyer-Packenham, Christina W. Lommatsch, Kristy Litster, Jill Ashby, Emma P. Bullock, Allison L. Roxburgh, Jessica F. Shumway, Emily Speed, Benjamin Covington, Christine Hartmann, Jody Clarke-Midura, Joel Skaria, Arla Westenskow, Beth L. Macdonald, Jurgen Symanzik, Kerry Jordan

Teacher Education and Leadership Faculty Publications

Current research shows that digital games can significantly enhance children’s learning. The purpose of this study was to examine how design features in 12 digital math games influenced children’s learning. The participants in this study were 193 children in Grades 2 through 6 (ages 8-12). During clinical interviews, children in the study completed pre-tests, interacted with digital math games, responded to questions about the digital math games, and completed post-tests. We recorded the interactions using two video perspectives that recorded children’s gameplay and responses to interviewers. We employed mixed methods to analyze the data and identify salient patterns in children’s …


Failing Better: Scaffolding Learning With The Metaliteracy Badging System, Kelsey L. O'Brien Jan 2018

Failing Better: Scaffolding Learning With The Metaliteracy Badging System, Kelsey L. O'Brien

University Libraries Faculty Scholarship

The Metaliteracy Badging System, collaboratively produced by educators from across the State University of New York (SUNY), has undergone several trials and transformations. Over the course of this iterative journey, this resource has served in often-unexpected ways as a flexible educational tool that facilitates meaningful curriculum design and collaborative teaching. This chapter provides an overview of the design and implementation of the system, along with our challenges and goals moving forward. Just as we teach our students to fail better, we too have drawn on our setbacks as opportunities for growth and improvement.


Badging Best Practices, Kelsey L. O'Brien Jan 2018

Badging Best Practices, Kelsey L. O'Brien

University Libraries Faculty Scholarship

Digital Badges are gaining traction in the education landscape, and librarians have been some of the leading pioneers at the forefront of this exciting new frontier. This chapter employs Wiggins and McTighe’s “backward design” model as a framework to guide the thoughtful design of digital badges, envisaging how librarians and other educators might leverage the unique qualities of badges at each stage of curricular design.


Bespoke Mobile Application Development: Facilitating Transition Of Foundation Students To Higher Education, Nevan Bermingham, Mark Prendergast Jan 2018

Bespoke Mobile Application Development: Facilitating Transition Of Foundation Students To Higher Education, Nevan Bermingham, Mark Prendergast

Books/Book Chapters

Smartphone usage by students has increased rapidly over the last number of years, and it is expected that the utilisation of mobile applications in educational environments will continue to increase. This chapter focuses on a bespoke mobile application which aims to facilitate the transition of Foundation students to Higher Education in an Irish setting. Foundation students comprise of Access and International Students participating on pre-degree foundation courses. These students experience a major life change in making this transition and it is important that efforts are made to ensure a successful adjustment experience. Research suggests that mobile technologies can play a …


Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb Jan 2018

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 …


Khyber Pakhtunkhwa's Government And New Teacher Induction Policy: Is The Government In Harmony With National And International Trends In Teacher Education?, Sohail Ahmad, Barkat Ali Jan 2018

Khyber Pakhtunkhwa's Government And New Teacher Induction Policy: Is The Government In Harmony With National And International Trends In Teacher Education?, Sohail Ahmad, Barkat Ali

Book Chapters / Conference Papers

Role of competent teachers is fundamental in improving quality of education, therefore we find more organized and rigorous teacher education programs in those countries which have better quality of education. Quality teachers can be produced from quality pre-service teacher education programs. In Pakistan, raising teachers’ status and competency received a remarkable attention for the last two decades. There has been consistent emphasis on improving quality of teacher education almost in all the National Education Policies in Pakistan. And this emphasis was translated into various reforms and development initiatives such the initiation of B.Ed. (Hons.) and ADE programs. Although due to …