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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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Researching a MUVE for teaching writing: The Anytown Experience
Society for Information Technology & Teacher Education International Conference (SITE) 2006:1 , Mar 19, 2006
Abstract: Two major obstacles to using PBL methods in K-12 classrooms are the time it takes to design the rich learning environment and the time required for students to interact at their own pace with ill-structured problems (Airasian & Walsh, 1997;...
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The Effectivenss of narrative: Research on curricular materials for a digital learning environment
Society for Information Technology & Teacher Education International Conference (SITE) 2006:1 , Mar 19, 2006
Determining the effectiveness of the curricular materials used to convey the themes an instructor wishes to address in a classroom is an important part of traditional, face-to-face instruction. This media often includes novels, textbooks, video, and ...
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A pre-service teacher experience: The Council Actors
Society for Information Technology & Teacher Education International Conference (SITE) 2006:1 , Mar 19, 2006
This paper explores a particular technology design intervention that is currently being piloted using the Quest Atlantis project that has the intention of helping mitigate one problem in teacher education. This problem is that existing teacher...
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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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Chalk House: A 3D Online Learning Environment for Literacy
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
Chalk House, the first in a series of situated learning modules being developed as a collaboration between Created Realities Group and the Design+Research Collective, is an online computer-based 3D environment in which game play and engaging...
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Demonstration and Discussion of a 3D Online Learning Environment for Literacy
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
This poster session will demonstrate Chalk House, an online computer-based 3D environment in which game play and engaging narrative are used to improve student literacy skills, namely reading and writing, are the key focus of learning. Chalk House...
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Increasing Student Discourse to Support Rapport Building in Web and Blended Courses Using a 3D Online Learning Environment
Journal of Interactive Learning Research (JILR) 20:3 , July 2009
This article presents research conducted between 2002 and 2007 that examines user discourse, message flow, and exchange frequency in Web-only courses, blended courses, and then the same types of courses extended with a 3D online learning environment....
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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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Chalk House: Teacher and Student Usability Results
Society for Information Technology & Teacher Education International Conference (SITE) 2009:1 , Mar 02, 2009
Chalk House is an online computer-based 3D environment in which game play and engaging narrative are used to improve student literacy skills, namely reading and writing, are the key focus of learning. Chalk House uses the CRG 3D online learning...
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An Analysis of the Scholarship of Teaching and Learning through Problem-based Learning and Alternate Reality Gaming
Society for Information Technology & Teacher Education International Conference (SITE) 2010:1 , Mar 29, 2010
This qualitative study focused on instructors who taught a re-designed, undergraduate technology-based course using a narrative driven, problem-based learning approach at a major university. Using Alternative Reality Gaming and Problem-based...
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Examining Self-regulated Learning in Post secondary Learners through Problem based Learning (PBL) and Game play
Society for Information Technology & Teacher Education International Conference (SITE) 2011:1 , Mar 07, 2011
Helping college students to deal with real-world problems in complex and dynamic situations who can make reasoned and reflective decisions, is one of the essential goals for higher education. When students take responsibility for managing their own...
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