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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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The Effect of Social Context on the Reflective Practice of Preservice Science Teachers: Incorporating a Web-Supported Community of Teachers
Journal of Technology and Teacher Education (JTATE) 14:3 , July 2006
This study examines the use of electronic networking technologies in the context of a secondary science methods course and an accompanying student teaching experience. Specifically, we examined the effects of social context on the student teaching...
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The Internet Learning Forum: Designing and Building an Online Community of Practice
Society for Information Technology & Teacher Education International Conference (SITE) 2000:1 , 2000
This paper reports an effort to create opportunities for teachers' professional development using the web and video technology. In view of the lack of critical reflective discussion among teachers in current teacher professional development...
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Children’s Sense of Self: Learning and Meaning in the Digital Age
Journal of Interactive Learning Research (JILR) 19:2 , April 2008
This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally...
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Educational Game as Supplemental Learning Tool: Benefits, Challenges, and Tensions Arising from Use in an Elementary School Classroom
Journal of Interactive Learning Research (JILR) 20:4 , October 2009
This article examines the qualitative findings from a mixed-methods comparison study of the use of an online multi-user virtual environment called Anytown which supplemented face-to-face writing instruction in a fourth grade classroom to determine...
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Ethics of Identity Play in Virtual Spaces
Journal of Interactive Learning Research (JILR) 22:1 , 2011
In this study, we explored a new experimental methodology for investigating children’s (ages 10 to 14) stances with respect to the ethics of online identity play. We used a scenario about peer identity misrepresentation embedded in a 3D virtual game ...
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