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Adult Learning and ePortfolio Development: Validation, Empowerment, and Identity
World Conference on Educational Multimedia, Hypermedia and Telecommunications(EDMEDIA)2012:1
Adult learners (24+ years old), unlike traditional-aged college learners (18-24 years old), have a longer history of experiences and skills that influence their learning and identity when returning to college. We were interested in how adult...
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Teaching Ethics through Gaming Environments: Design, Development and Research Perspectives
Society for Information Technology & Teacher Education International Conference(SITE)2011:1
How do we design and use gaming environments to foster ethical thinking and discourse? How should we use games in classrooms and informal educational settings to support moral development? Games provide an authentic content within which to practice...
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