Author(s): |
Bowman, Scott Wm. |
Source: |
Educational Technology Research and Development, v61 n1 p3-24 Feb 2013 |
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Pub Date: |
2013-02-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Educational Technology; Technology Integration; Instructional Design; Web 2.0 Technologies; Web Sites; College Instruction; College Students; Student Attitudes; Content Analysis; Juvenile Justice; Constructivism (Learning); Formative Evaluation; Conventional Instruction; Course Evaluation; Cooperative Learning
Abstract:
Current literature indicates an increased pedagogical value of technology integration in university coursework. One form of technology that encourages collaborative, online teaching and learning is a "wiki," an online application that allows participants to partner and direct a website. This article describes the design and formative evaluation of a semester-long wiki project that was conducted during three face-to-face juvenile justice courses. Upon completion, 61 students completed written, open-ended evaluations of the project with a focus on (a) the strengths of the project, (b) knowledge of the juvenile justice system gained through the project, and (c) suggestions to improve the overall effectiveness. NVIVO8 was used to code and analyze the results of their responses. Results indicate that the Juvenile Justice Wiki Project demonstrated a real-life (online) understanding of the juvenile justice system in a face-to-face meeting, a more comprehensive examination of the juvenile justice system compared to a more traditional book and lecture pedagogy, and a perceived value in the collaborative, constructivist approach. A formative evaluation indicates future structural and pedagogical project modifications according to student evaluations and perceptions.
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Author(s): |
Ottenbreit-Leftwich, Anne T.; Brush, Thomas A.; Strycker, Jesse; Gronseth, Susie; Roman, Tiffany; Abaci, Serdar; vanLeusen, Peter; Shin, Sungwon; Easterling, Wylie; Plucker, Jonathan |
Source: |
Computers & Education, v59 n2 p399-411 Sep 2012 |
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Pub Date: |
2012-09-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Teacher Education Curriculum; Teacher Education Programs; Teacher Educators; Thinking Skills; Teaching Methods; Teachers; Relevance (Education); Alignment (Education); Knowledge Base for Teaching; Educational Technology; Comparative Analysis; Mixed Methods Research; Teacher Surveys; Teacher Attitudes; Interviews; Technology Integration; Computer Uses in Education
Abstract:
Researchers have called for renewed efforts in exploring both what knowledge should be taught in preservice teacher education programs with regard to technology, and how to best prepare teachers to effectively use that knowledge to support teaching and learning. This study compared the importance of technology topics from teacher educators and teachers' perspectives. A two-phase mixed-methods research design utilized surveys and multiple case studies (interviews, documents) to collect data from both teacher educators and practicing teachers. Findings indicate that teachers and teacher educators demonstrated similarities in their views regarding the use of technology for personal productivity, information presentation, and the access and use of electronic resources to support teaching and learning. Teacher educators and teachers differed with regard to their use of technology for communication, analysis of student data, documenting professional growth, and facilitating higher-order thinking skills. Recommendations for how teacher education programs can incorporate and address technology topics in order to increase relevance for teachers are discussed. (Contains 4 tables and 1 figure.)
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Pub Date: |
2013-00-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
High Schools; Secondary Education; English Teachers; Mathematics Teachers; Science Teachers; Social Studies; Language Teachers; Second Language Instruction; Constructivism (Learning); Teaching Methods; Statistical Significance; Differences; Intellectual Disciplines; Individualized Instruction; Educational Technology; Computers; Technology Uses in Education; Active Learning; Student Projects
Abstract:
The purpose of this study was to compare high school Math, Science, Social Studies, English, and Foreign Language teachers' implementation of teaching practices in terms of their pedagogical dimensions in a one-to-one computing environment. A survey was developed to measure high school teachers' implementation of teaching practices associated with Collaborative Learning, Constructivist Learning, Project-Based Learning, and Differentiated Instruction in a one-to-one computing environment. Of the 209 teacher participants, 170 high school teachers were chosen for the purposeful sample. The results of the one-way between-group analysis of variance showed that there was a statistically significant difference in terms of high school Math, Science, Social Studies, English, and Foreign Language teachers and their pedagogical practices while implementing one-to-one computing technology. The findings in this study indicated different pedagogical classroom practices in a one-to-one computing environment among the high school disciplines. This study revealed how teachers use specific technological resources and strategies to teach their content. (Contains 13 tables.)
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Pub Date: |
2013-00-00 |
Pub Type(s): |
Books; Collected Works - General |
Peer Reviewed: |
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Descriptors:
Foreign Countries; Educational Technology; Student Attitudes; Second Language Learning; Case Studies; Constructivism (Learning); Mathematics Instruction; Elementary Secondary Education; Educational Games; Higher Education; Computer Games; Student Motivation; Females; Grade 7; Social Studies; Standards; Handheld Devices; Nutrition Instruction; Computer Simulation; College Instruction; Teaching Methods; Instructional Design; Curriculum Implementation; Grade 4; Art Education; Computer Science Education; Adolescents; Preservice Teacher Education; Internet; Education Courses; Simulation; Animation; Manipulative Materials; Reflection; Computer Software Evaluation; Business Administration Education; Usability; Use Studies; Physics; Engineering Education; Fiction; Elementary School Students; Nursing Education; High School Students; Middle School Students; Social Networks; Adult Students
Abstract:
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation. Contents include: (1) "Come Fly with Us": Playing with Girlhood in the World of Pixie Hollow (Maria Velazquez); (2) Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation (Mete Akcaoglu); (3) Are Wii Having Fun Yet? (Christina Badman and Matthew DeNote); (4) Beyond Hidden Bodies and Lost Pigs: Student Perceptions of Foreign Language Learning with Interactive Fiction (Joe Pereira); (5) Civilization IV in 7th Grade Social Studies: Motivating and Enriching Student Learning with Constructivism, Content standards, and 21st Century Skills (Solomon Senrick); (6) QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions (Christopher Horne); (7) Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy (Mark McMahon); (8) "Sell Your Bargains" or Playing a Mixed-Reality Game to Spice-Up Teaching in Higher Education (Chrissi Nerantzi); (9) Medicina: Methods, Models, Strategies (Amanda Muller and Gregory Mathews); (10) Strategies for Effective Digital Games Development and Implementation (T. Lim, S. Louchart, N. Suttie, J. M. Ritchie, R. S. Aylett, I. A. Stanescu, I. Roceanu, I. Martinez-Ortiz, and P. Moreno-Ger); (11) Learning and Teaching as Communicative Actions: Broken Window as a Model of Transmedia Game Learning (Scott J. Warren and Anjum Najmi); (12) Get Your Head in the Game: Digital Game-Based Learning with Game Maker (Brian Herrig); (13) Elements of Game Design: Developing a Meaningful Game Design Curriculum for the Classroom (Danielle Herro); (14) Game-Making in a Fourth Grade Art Classroom Using Gamestar Mechanic (Michelle Aubrecht); (15) Using Game Design as a Means to Make Computer Science Accessible to Adolescents (Roxana Hadad); (16) 3D GameLab: Quest-Based Pre-Service Teacher Education (Chris Haskell); (17) Preparing Pre-Service Teachers for Game-Based Learning in Schools (Soojeong Lee); (18) Death in Rome: Using an Online Game for Inquiry-Based Learning in a Pre-Service Teacher Training Course (Shannon Kennedy-Clark, Vilma Galstaun and Kate Anderson); (19) Games, Models, and Simulations in the Classroom: Designing for Epistemic Activities (Terence C. Aher and Angela Dowling); (20) The Role of Animations and Manipulatives in Supporting Learning and Communication in Mathematics Classrooms (Lida J. Uribe-Florez and Jesus Trespalacios); (21) It's All in How You Play the Game: Increasing the Impact of Gameplay in Classrooms (Shani Reid, Helene Jennings and Scot Osterweil); (22) Challenges of Introducing Serious Games and Virtual Worlds in Educational Curriculum (C. Ribeiro, J. Pereira, C. Calado, and C. Ferreira); (23) Serious Games for Reflective Learning: Experiences from the MIRROR Project (L. Pannese, M. Prilla, A. Ascolese, and D. Morosini); (24) Evaluating Games in Classrooms: A Case Study with DOGeometry (Gunter Wallner, Simone Kriglstein, and Johannes Biba); (25) Learning with the Support of a Digital Game in the Introduction to Finance Class: Analysis of the Students' Perception of the Game's Ease of Use and Usefulness (M. Romero and M. Usart); and (26) Racing Academy: A Case Study of a Digital Game for Supporting Students Learning of Physics and Engineering (Richard Joiner, Ioanna Iacovides, Jos Darling, Andy Diament, Ben Drew, John Duddley, Martin Owen, and Carl Gavin).
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Pub Date: |
2012-12-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Foreign Countries; Teaching Methods; Teacher Attitudes; Constructivism (Learning); Preservice Teachers; Preservice Teacher Education; Self Efficacy; Prior Learning; Student Experience; Generational Differences; Beliefs; Intention; Educational Policy; Student Attitudes; Computer Use; Computer Attitudes; Computer Uses in Education; Educational Technology; Technology Integration; College Students; Data Analysis
Abstract:
The aim of this study is to investigate the complexity of past experiences with ICT, pedagogical beliefs, and attitude toward ICT in education that the Net Generation student teachers have about their intention to teach and learn with technology. This study has a particular focus on their lived experiences as school students where ICT related policies were actively enacted in Korea and Singapore for the past decade. To unpack the profile of the Net Generation student teachers, we selected six factors (i.e., past ICT experiences, personal computer use, constructivist belief, computer efficacy, attitude toward computer in education, and prospective computer use) related to ICT use and examined them empirically with 225 first- or second-year student teachers in Korea and Singapore. Overall, our findings indicate that student teachers in both countries tend to hold fairly constructivist beliefs and positive computer efficacy and attitude; attributes that teacher educators can tap on. Student teachers' perceptions about their use of computers for personal purposes and their past experiences with ICT were not relatively high compared to the other variables examined. This study also provides empirical evidence that students teachers who hold constructivist beliefs, have strong computer efficacy, and show positive attitudes toward computers in education are more interested in using computers in future teaching practices. As a conclusion, we argue that the profile of the Net Generation student teachers shows a more heterogeneous composition than we initially expected, and that teacher educators need to be cautious about making generational assumptions solely based on the structural and technological changes. (Contains 2 figures and 8 tables.)
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Author(s): |
Shieh, Ruey S. |
Source: |
Computers & Education, v59 n2 p206-214 Sep 2012 |
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Pub Date: |
2012-09-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Foreign Countries; Educational Technology; Constructivism (Learning); Science Activities; Student Attitudes; Technology Integration; Physics; Active Learning; Program Effectiveness; High School Students; Secondary School Teachers; Science Instruction; Science Achievement; Teacher Effectiveness; Science Tests; Instructional Innovation; Instructional Improvement; Instructional Design; Quasiexperimental Design; Pretests Posttests; Outcomes of Education; Interviews; Instructional Effectiveness; Educational Strategies; Curriculum Implementation; Guidelines; Multimedia Instruction; Technology Uses in Education; Observation
Abstract:
Technology-Enabled Active Learning (TEAL) is a pedagogical innovation established in a technology-enhanced multimedia studio, emphasizing constructivist-oriented teaching and learning. In Taiwan, an increasing number of schools are adopting the TEAL notion to deliver courses. This study examines the impact of TEAL on both student performance and teachers' teaching of physics in the context of one of the high schools. A quasi-experimental research approach was used to conduct the study. Data sources include pre-/post-tests, interviews, class observations, and the researcher's journals. The findings reveal that the benefits that the participants gained from exposure to the innovative instruction appear in various aspects in addition to the students' test results. Having higher interest in attending physics classes and being more active in participating in extracurricular science activities on the part of the students, and being more enthusiastic about and confident in helping students strengthen their physics concepts on the part of the teacher, are among the non-test score gains. The students' achievements and positive responses to the teacher's instruction seem to have motivated his dedication and confidence. It is also found that teachers' teaching beliefs and desire to change greatly affected their classroom practices and technology integration. To more effectively implement instructional innovations in a school, suggestions are provided. (Contains 1 table.)
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