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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

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Practices for the Use of Technology in High Schools: A Delphi Study
Journal of Technology and Teacher Education (JTATE) 14:3 , July 2006
The Delphi method was used to generate practices regarding the use of technology in high schools. In addition to generating the practices, teacher leaders, administrators, researchers, and policymakers were asked to rate and come to consensus...
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What’s a “Hit”? An Analysis of a Web-Based Learning Environment
Journal of Computers in Mathematics and Science Teaching (JCMST) 21:1 , 2002
The purpose of this study was to conduct a qualitative and quantitative analysis of usage patterns at a virtual museum, a web-based learning environment. Specifically, this study sought to examine extant documents to profile users interaction...
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Impact of Technology on the Academic Self-Efficacy and Career Selection of African American Students
Information Technology in Childhood Education Annual (ITCE) 2003:1 , 2003
With the continuing debate of the use and impact of technology on young children, this article examines the impact on technology on the academic self-efficacy and career intentions of African American students. The results from this study may be...
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How scientific inquiry emerges from game design
Society for Information Technology & Teacher Education International Conference (SITE) 2009:1 , Mar 02, 2009
With 200 students in a Saturday and summer game design program, we focus on how scientific inquiry emerges from students designing game components using 3-D modeling and animation. We argue that the game design process has particular pedagogical...
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Game Design Through Mentoring and Collaboration
Journal of Educational Multimedia and Hypermedia (JEMH) 19:2 , April 2010
The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation’s Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle ...
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Culturally Relevant Computing Programs: Two examples to Inform Teacher Professional Development
Society for Information Technology & Teacher Education International Conference (SITE) 2010:1 , Mar 29, 2010
Children from under-resourced areas are less likely to attend schools with advanced level computer science courses than those in more affluent schools. Girls of color enter technology fields at a lower rate than White females. Perhaps responsively, ...
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Engaging More Students from Underrepresented Groups In Technology: What Happens if We Don't?
Society for Information Technology & Teacher Education International Conference (SITE) 2010:1 , Mar 29, 2010
Despite the growing number of students of color entering our k-12 public schools African American, Native American, and Hispanic youngsters enter technology/ICT careers in far fewer numbers than their White counterparts. Intersect social class and ...
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Defense Acquisition University’s Selection and Integration of Advanced Learning Technologies
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2010:1 , Jun 29, 2010
Defense Acquisition University (DAU), a recognized leader in providing comprehensive learning assets to the Department of Defense (DoD) Acquisition, Technology & Logistics (AT&L) workforce and other organizations, has partnered with the George Mason ...
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Integrating Science Content into Video Game Design
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2010:1 , Jun 29, 2010
This paper describes a video game design class that places students in the role of designers as they create educational games based on science concepts. Students explored Immune Attack, a game from the Federation of American Scientists, which...
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Designing game design studios: Strategies to sustain intrinsic motivation
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2010:1 , Jun 29, 2010
Tools that allow learners to design video games, and/or components used in games represent a growing area of educational media. But supporting students’ learning involves more than teaching students to use software. In this paper, we describe the ...
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