Search results for author:"David Kaufman"
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David Kaufman
Simon Fraser University
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David Kaufman
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Practice and Theory of Distance Education: Course Blueprint
David Kaufman
Distance Education Vol. 5, No. 2 (1984) pp. 239–51
Describes a course prepared for the Open Learning Institute of British Columbia to provide educators and trainers with the knowledge and skills to design and implement distance education programs. Course content covers distance education systems;...
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Enhancing Student Engagement in e-Learning: Applying Theory to Practice
David Kaufman
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 2108–2110
This tutorial introduces participants to the concept and importance of 'engagement' in e-Learning. A definition and brief rationale is provided which is followed by a description of the characteristics of net generation learners. A variety of...
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Aging Well: Can Digital Games Help Older Adults?
David Kaufman
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 1943–1949
Successful aging - maintaining an independent, positive and meaningful quality of life - is a continual challenge for older adults. Digital games can offer many potential benefits to older adults in a motivating and playful way, such as increased...
Topics: research, Implementation Examples & Issues
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Effectiveness of an Online Simulation for Teacher Education
Farnaz Badiee; David Kaufman
Journal of Technology and Teacher Education Vol. 22, No. 2 (April 2014) pp. 167–186
This study evaluated the effectiveness of the simSchool (v.1) simulation as a tool for preparing student teachers for actual classroom teaching. Twenty-two student teachers used the simulation for a practice session and two test sessions; data...
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Social and Psychological Impacts of Playing MMORPGs on Older Adults
Fan Zhang; David Kaufman
EdMedia: World Conference on Educational Media and Technology 2015 (Jun 22, 2015) pp. 451–458
This paper is a report on the findings of a study conducted to analyze the relationships of older adults’ social interactions in MMORPGs and three social-psychological factors (i.e., loneliness, depression and social support). A total of 222...
Topics: Multimedia/Hypermedia Applications, Computer-Mediated Communication, Adults, Virtual reality
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Student Perceptions of a One-to-One iPad Program in an Urban High School
David Kaufman; Swapna Kumar
International Journal of Research in Education and Science Vol. 4, No. 2 (2018) pp. 454–470
The iPad, which came out in 2010, was introduced in one-to-one initiatives in schools to replace the laptop, or simply as a new technology. Schools that incorporated tablets reported an increase in student-led learning, increased collaboration, and...
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Piloting a Collaborative Online Multimedia PBL Simulation
David Kaufman; Robyn Schell
World Conference on Educational Media and Technology 2007 (Jun 25, 2007) pp. 1834–1841
Collaborative Online Multimedia Problem Based Learning Simulation (COMPS) is a prototype designed for teaching and learning in a collaborative online problem-based learning environment. Collaborative learning is an integral part of the problem-based ...
Topics: Multimedia, Collaboration
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Enhancing Teacher Education with Simulations
David Kaufman; Alice Ireland
TechTrends: Linking Research and Practice to Improve Learning Vol. 60, No. 3 (2016) pp. 260–267
As calls for accountability in our schools increase, teaching quality faces scrutiny and, often, criticism. These realities challenge teacher education programs to find new ways to ensure that their graduates will be effective in highly demanding...
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Increasing digital literacy skills of older adults through a digital storytelling project-based course
Simone Hausknecht; David Kaufman
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1692–1699
Digital literacy is an important area of learning for all ages, including older adults. There are growing concerns regarding a digital divide between younger and older computer users. Older people may benefit from programs that increase digital...
Topics: Case, Scenario, Problem, Project -based learning, Digital divide issues, initiatives, and cases, Lifelong, informal, and nontraditional learning
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A Virtual Escape Game for Intergenerational Play: Exploring Social Interactions and Intergenerational Perceptions
Amir Doroudian; David Kaufman
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1154–1159
Our research team has developed a collaborative, virtual escape game in collaboration with novice student-developers and older adults. It is a simulation of real-life escape rooms and incorporates a literary theme familiar to a wide range of age...
Topics: Collaborative technologies, Game-based learning, Simulations for learning
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Exploring Facebook (FB) as an Online Tutorial Complement in Distance Education
Adhi Susilo; David Kaufman
International Journal of Online Pedagogy and Course Design Vol. 4, No. 4 (October 2014) pp. 60–75
Facebook (FB) has become the “communication portal” for social networking, which has rapidly transformed the way people communicate and stay connected. From an educational perspective, social networking sites have received ambiguous reviews. The...
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Critical Thinking in a Collaborative Online PBL Tutorial
Robyn Schell; David Kaufman
Journal of Educational Computing Research Vol. 41, No. 2 (2009) pp. 155–170
The web has the potential to offer an environment that can support standardized medical education to students dispersed in time or place and, in the process, respond to reduced availability of patients for practice. This exploratory article...
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Simulation and Advanced Gaming Environments (SAGE) for Learning: A Pan-Canadian Research Project
David Kaufman; Louise Sauve
World Conference on Educational Media and Technology 2004 (2004) pp. 4568–4573
This paper describes a new Pan-Canadian, four-year , $3million, "Simulation and Advanced Gaming Environments (SAGEs) for Learning" Collaborative Research Initiative. The researchers in this project are exploring the potential of games, simulations...
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Critical Thinking in a Collaborative Online Multimedia PBL Simulation
Robyn Schell; David Kaufman
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (Oct 15, 2007) pp. 448–455
Collaborative Online Multimedia Problem Based Learning Simulation (COMPS) is a prototype designed for teaching and learning in a collaborative online problem-based learning environment. Collaborative learning is an integral part of the problem-based ...
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Enhancing Interaction Using Videoconferencing in Continuing Health Education
David M. Kaufman; Hilary Brock
Journal of Continuing Education in the Health Professions Vol. 18, No. 2 (1998) pp. 81–85
A workshop based on a mini-case study explores design issues for using videoconferencing in continuing health education. Presenter orientation, appropriate visuals, modular structure, adult learning principles, and group facilitation are discussed. (SK)
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Simulation and Advanced Gaming Environments (SAGE) for Learning
Alice Ireland; David Kaufman; Louise Sauvé
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2006 (October 2006) pp. 2028–2036
The Simulations and Advanced Gaming Environments (SAGE) for Learning project is a four-year investigation of the potential of advanced-technology games and simulations to support learning. A bilingual team of researchers and collaborating partners...
Topics: Games
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Construire un jeu ducatif en ligne, Asthme : 1, 2, 3 … Respirez!, pour sensibiliser les jeunes du secondaire aux problmes de l'asthme
Louise Sauv; David Kaufman; Lise Renaud
Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie Vol. 37, No. 2 (Jun 03, 2011)
Dans le cadre d\u2019une tude finance par le Conseil de recherche en sciences sociales et humaines (CRSH, 2008-2011), nous examinons l\u2019efficacit d\u2019un jeu ducatif en ligne sur l\u2019apprentissage cognitif (structuration des connaissances)...
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Visual Design in Distance Education
David Kaufman; Saeko Usukawa; Denise Sketches
Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie Vol. 12, No. 2 (Jan 01, 1983)
None
Language: English Translations: English, français, langue française/French
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Evaluation of the impact of an online secondary school educational game - Asthma: 123…Breath!
Louise Sauve; David Kaufman; Lise Renaud
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (Oct 26, 2009) pp. 1059–1068
This full paper comprises five parts: (1) the problems associated with asthma in the province of Quebec and Canada; (2) the theoretical framework for the knowledge acquisition and attitude change enhanced by our online educational game, created by...
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Design for older adult cohorts: Insights from a series of digital storytelling workshops
Simone Hausknecht; Michelle Vanchu-Orosco; David Kaufman
EdMedia + Innovate Learning 2016 (Jun 28, 2016) pp. 755–756
Digital storytelling provides an opportunity for older adults to become digital producers, tell and share their stories, and learn new technology through participation and creation. In this best practices presentation the authors report on a digital ...
Topics: Implementation Experiences
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The Socioemotional Effects of a Computer-Simulated Animal on Children's Empathy and Humane Attitudes
Yueh-Feng Lily Tsai; David M. Kaufman
Journal of Educational Computing Research Vol. 41, No. 1 (2009) pp. 103–122
This study investigated the potential of using a computer-simulated animal in a handheld virtual pet videogame to improve children's empathy and humane attitudes. Also investigated was whether sex differences existed in children's development of...
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Enhancing Learning through an Online Secondary School Educational Game
David Kaufman; Louise Sauve; Lise Renaud
Journal of Educational Computing Research Vol. 44, No. 4 (2011) pp. 409–428
This article consists of four sections: (1) the problems associated with asthma in the province of Quebec and across Canada; (2) the theoretical framework for the learning enhanced by our online educational game entitled "Asthme: 1,2,3 ... Respirez! ...
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A systematic review of the impact of games and simulations on learning
Louise Sauvé; David Kaufman; Lise Renaud
World Conference on Educational Media and Technology 2007 (Jun 25, 2007) pp. 4149–4157
Based on the hypothesis that inconclusive research results with regard to the impact of games and simulations are linked to the absence of clear concept definitions, a systematic research literature review of articles (1998-2006) was undertaken to...
Topics: Games
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Cognitive and affective impacts of online game-based learning about STIs : formative evaluation by experts
Sauvé Louise; Lise Renaud; David Kaufman
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 1739–1743
This paper presents certain results of a study of an online digital game in Parcheesi format that was developed to measure the impact on secondary school audience of an online game designed to facilitate learning about prevention of sexually...
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Perspectives on Quality and Quality Assurance in Learner Support Areas at Three Southeast Asian Open Universities
Ojat Darojat; Michelle Nilson; David Kaufman
Distance Education Vol. 36, No. 3 (2015) pp. 383–399
While quality measures in higher education in general have gained significant and growing attention over the past 30 years, questions remain about quality in open universities. This research was an international comparative case study focusing on...
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Using Digital Games to Enhance Older Adults' Cognitive Skills and Social Lives
David Kaufman; Andrew Sixsmith; Louise Sauve; Lise Renaud; Emmanuel Duplaa
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 228–233
: This project investigates the use of digital games to enhance seniors’ quality of life. By digital games we mean games played face-to-face or online on a computer, handheld device, or videogame machine. Our research questions are: (1) Can seniors’ ...
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Building Online Educational Games for Seniors: The Bingo Game Revisited
Louise Sauve; Lise Renaud; Emmanuel Duplàa; David Kaufman
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 2549–2554
What do we know about the ergonomic conditions that are needed to create an effective online educational game for seniors? Two approaches were used to establish these conditions: a comparative analysis of the literature on the subject and a survey...
Topics: Multimedia/Hypermedia Applications, User Interface Design, Usability/User Studies
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A Consortium for Educational Audio Teleconferencing in British Columbia
William Robertson; David Kaufman; June Landsburg; John Macleod; Arlene Zuckernick
Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie Vol. 14, No. 2 (Apr 01, 1985)
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Serious Games for Secondary School Students: Ergonomics and Motivational Support Mechanisms
Louise Sauve; Lise Renaud; David Kaufman; Emmanuel Duplaa; Sylvain Sénécal
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 654–663
Millions of students are investing significant time in playing online games. Why not use these games to promote responsible behaviours among young people? In this study, we tested the hypothesis that the introduction into a serious game of...
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Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 2
David Kaufman; Louise Sauvé; Ronald Owston; Carolyn Watters
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (Oct 15, 2007) pp. 987–990
Computer-based games and simulations are widely regarded in the literature as promising learning technologies. However, integrating these activities into educational programs and evaluating their impact present many challenges in design,...
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Investigating the link among flow, social interaction and ICT skills with WOW
Emmanuel Israel; Emmanuel Duplàa; David Kaufman; Louise Sauvé; Lise Renaud
EdMedia: World Conference on Educational Media and Technology 2015 (Jun 22, 2015) pp. 415–425
Although research shows the link between flow and social interaction, this study explore the role of ICT skills in order to experience flow and social interaction. We used constructivism theory as it explains how humans make meaning from personal...
Topics: Interaction, Computer-Mediated Communication, Teaching/Learning Strategies, Adults
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Cognitive Benefits of Digital Games for Older Adults
David Kaufman; Louise Sauve; Lise Renaud; Emmanuel Duplaa
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 289–297
Maintaining older adults’ vitality, independence and quality of life well into old age helps both older adults themselves and their societies. There is evidence to suggest that technology can provide people with meaningful and engaging activities...
Topics: interactive learning environments, Adults, Evaluation of Impact, Exemplary Projects
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Construire un jeu éducatif en ligne, Asthme : 1, 2, 3 … Respirez!, pour sensibiliser les jeunes du secondaire aux problèmes de l'asthme
Louise Sauvé; David Kaufman; Lise Renaud; Lise Renaud
Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie Vol. 37, No. 2 (Jun 03, 2011)
Dans le cadre d’une étude financée par le Conseil de recherche en sciences sociales et humaines (CRSH, 2008-2011), nous examinons l’efficacité d’un jeu éducatif en ligne sur l’apprentissage cognitif (structuration des connaissances) et affectif ...
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Learning with Games and Simulations: Examples, Evidence and Supporting Technologies, Part 1
David Kaufman; Louise Sauvé; Ronald Owston; Carolyn Watters
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (Oct 15, 2007) pp. 985–986
Computer-based games and simulations are widely regarded in the literature as promising learning technologies. However, integrating these activities into educational programs and evaluating their impact present many challenges in design,...
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World Play: playing internationally in realtime
Louise Sauvé; Louis Villardier; Wilfried Probst; German Sanchez Aias Victor; David Kaufman; Michael Power
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 4059–4065
ENJEUX-S is an R&D project financed by CANARIE (AAP) from 2004 to 2006. It aims to develop and validate an advanced games and simulations environment based on a Web Services and open architecture to support the generic game and simulation shell...
Topics: Integration, Games
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Self-Reported Effects of Computer Workshops on Physicians' Computer Use
Michael J. M. Allen; David M. Kaufman; Anne Barrett; Grace Paterson; John Sargeant; Ron McLeod
Journal of Continuing Education in the Health Professions Vol. 20, No. 1 (2000) pp. 20–26
Feedback from 30 of 65 physicians who participated in a computer workshop indicated that 8 had bought new hardware/software and 17 increased their use of computers, especially for Internet information retrieval and electronic mail. Those who had not ...
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Teacher implicit beliefs of creativity: Is there an arts bias?
Timothy J. Patston; David H. Cropley; Rebecca L. Marrone; James C. Kaufman
Teaching and Teacher Education: An International Journal of Research and Studies Vol. 75, No. 1 (October 2018) pp. 366–374
The field of creativity remains misunderstood by the general public and implicit beliefs, in particular an Arts Bias, continue to permeate popular culture. This has the potential to derail efforts to embed creativity in the 21st century classroom,...
Language: English