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Information and Communication Technologies in Hands-On Science: Emerging Trends Across Three Nations
Journal of Computers in Mathematics and Science Teaching (JCMST) 19:3 , 2000
This article introduces a framework for classifying information and communication technologies (ICT) in hands-on science activ-ities in K-12 education. Exemplary projects from the USA and the Netherlands demonstrate the potential of the use of ICT....
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3D Online Learning Environments for Emergency Preparedness and Homeland Security Training
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2004:1 , 2004
This paper presents information concerning the use of 3D Internet-based multi-user technologies, such as 3D online learning environments, for the creation of cost-effective, massive interactive training sessions and simulations. This approach can...
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Student Attitudes towards an Integrated 3D Learning Environment
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2004:1 , 2004
The paper presents first year (baseline) research into using a 3D on-line learning environment for teaching Computers in Education, a course at the University of North Texas for pre-service teachers (students who are training to become teachers). ...
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3D On-line Distributed Learning Environments: An Old Concept with a New Twist
Society for Information Technology & Teacher Education International Conference (SITE) 2004:1 , 2004
This paper discusses how the concept of on-line distributed learning environments is being remade with advances in affordable computing hardware, video graphics, and Internet access. The original concept from the 1970's of synchronous on-line...
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Logo goes 3D
Society for Information Technology & Teacher Education International Conference (SITE) 2004:1 , 2004
This paper presents work underway to create a version of Logo that is on-line, 3D, multi-user, and distributed over the Internet. The potential of this approach is to create on-line 3D environments to produce engaged participatory learning...
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Demonstration and Discussion on a 3D Graphical MOO being Pilot Tested at the University of North Texas
Society for Information Technology & Teacher Education International Conference (SITE) 2003:1 , 2003
This poster session will demonstrate a 3D graphical on-line multi-user package that the Department of Technology and Cognition at the University of North Texas has been pilot testing during the Fall of 2002 to enhance instructor and student...
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Student Response Systems in Education: Past, Present and Future
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2005:1 , Jun 27, 2005
Student response systems-also referred to as audience response systems, personal response systems, interactive learning systems and classroom communication systems-have been used in higher education for decades. Their design blossomed out of a need...
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Accelerating Online Text-based Discourse via 3D Online Learning Environments
Society for Information Technology & Teacher Education International Conference (SITE) 2006:1 , Mar 19, 2006
3D online learning environments, which are an extension of modern massively multiplayer online game concepts with additional collaborative tools integrated into the client for use in education, can be configured such that it provides a low-cost...
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Touring Mars Online, Real-time, in 3D for Math and Science Educators and Students
Journal of Computers in Mathematics and Science Teaching (JCMST) 26:2 , April 2007
This article discusses a project that placed over ninety-seven percent of Mars' topography made available from NASA into an interactive 3D multi-user online learning environment beginning in 2003. In 2005 curriculum materials that were created to...
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Measuring Habits and Attitudes towards Computer and Video Games
Society for Information Technology & Teacher Education International Conference (SITE) 2007:1 , Mar 26, 2007
The Computer Gaming Inventory has been created to measure student's attitudes towards and habits with computer and video games. The inventory is based off the Pew's Internet and American Life Project qualitative survey in 2003 on computer game usage....
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Video Games in Education: Do They Have a Future?
Society for Information Technology & Teacher Education International Conference (SITE) 2008:1 , Mar 03, 2008
Over the past 30 years video and computer games have become entrenched in the daily routine of millions. Today few students entering schools have not been exposed to gaming or gaming concepts. Video games are such a dominant form of entertainment ...
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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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Second Thoughts on the Digital Divide
Society for Information Technology & Teacher Education International Conference (SITE) 2009:1 , Mar 02, 2009
The Digital Divide has been a concept long bandied about by critical theorists and technology specialists for years as a means of addressing the perceived inequity between technological haves and technological have-nots. Unfortunately this problem...
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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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From real to virtual museums: Making the transition
Society for Information Technology & Teacher Education International Conference (SITE) 2009:1 , Mar 02, 2009
The intention of this paper is to present some of the activities and learning tours that have been designed for professionals in education and that are taking place in different museums in the United States, and notice that most of these tours can...
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Learning Experience with The World of Warcraft (WoW) According to the 4C/ID Model
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (ELEARN) 2009:1 , Oct 26, 2009
World of Warcraft (WoW) is one of the most popular online games. WoW can create a new further learning experience that can be ranged from simple games to incorporating complex graphics and virtual world games populated by a number of players...
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Assessment in Serious Educational Game, Simulations and Virtual Worlds, Part 2
Society for Information Technology & Teacher Education International Conference (SITE) 2010:1 , Mar 29, 2010
There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens. This blurring of the boundaries along with better understandings of...
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Problems Encountered when Implementing a 3D Multi-User Virtual Environment into Formal K-12 Settings
Society for Information Technology & Teacher Education International Conference (SITE) 2010:1 , Mar 29, 2010
This presentation will discusses important issues, concerns, and problems found when educators worked towards introducing a 3D multi-user virtual environment into a formal classroom setting. The issues and concerns, emerged during a naturalistic...
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Student’s Technology Preferences and the new Online Learning Technologies Experience (oLTECx)
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2010:1 , Jun 29, 2010
As technology continues to redefine the educational experience, departments are seeking methods and environments to better acquaint perspective and existing students with their program’s information, opportunities and faculty availability and...
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