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Global Time 2012 Attendees: if you are looking for papers from this conference, please use this special attendee-only Global Time 2012 search

5 papers matched

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Efolio Technologies for Digital Students
Society for Information Technology & Teacher Education International Conference (SITE) 2009:1 , Mar 02, 2009
An efolio is a web-based information management system where the student builds and maintains a digital repository of artifacts, which they can use to demonstrate competence and reflect on their learning. Showcasing technology based projects in a...
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ALIGNING NETS-T STANDARDS (NETS-T 2008) with TECHNOLOGY PRODUCTS
Society for Information Technology & Teacher Education International Conference (SITE) 2009:1 , Mar 02, 2009
Teacher education programs are increasingly being asked to align curriculum and student outcomes with state and national teacher education standards. Recently, the NETS-T standards have been replaced by new standards. This provides an opportunity to ...
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Effects of modern educational game play on attitudes towards mathematics, mathematics self-efficacy, and mathematics achievement
Journal of Interactive Learning Research (JILR) 22:2 , 2011
This study investigated the effects of modern educational game playing on middle school students’ attitudes towards mathematics, mathematics self-efficacy, and mathematics achievement. Two hundred twenty-five middle school students from four...
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Teacher Experiences on the Integration of Modern Educational Games in the Middle School Mathematics Classroom
Journal of Computers in Mathematics and Science Teaching (JCMST) 29:2 , April 2010
What do experienced teachers have to say about integrating modern educational games into their classroom? This paper addresses this question by exploring the discourse of teachers who were provided professional development, technical support, access ...
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Using off the shelf games in the special education classroom
Society for Information Technology & Teacher Education International Conference (SITE) 2010:1 , Mar 29, 2010
There is a void of research on the effects of ‘off the shelf’ video games on students in classroom learning, specifically on students with disabilities. This research project explores the effects of “off the shelf” video games on the motivation and ...
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