Search results for author:"Hiller A. Spires"
Total records matched: 11 Search took: 0.085 secs
You may get more results with author:"Hiller A. Spires".
The New Learning Ecology of One-to-One Computing Environments: Preparing Teachers for Shifting Dynamics and Relationships
Journal of Digital Learning in Teacher Education Vol. 28, No. 2 (2012) pp. 63–72
Despite growing research and evaluation results on one-to-one computing environments, how these environments affect learning in schools remains underexamined. The purpose of this article is twofold: (a) to use a theoretical lens, namely a new...
Society for Information Technology & Teacher Education International Conference 2001 (2001) pp. 2202–2203
This paper describes the development of Literacy Junction, which is an interactive web site for teachers and students in grades 5-8. Using an interdisciplinary approach to learning, Literacy Junction offers two distinct features: technology-enhanced ...
RMLE Online: Research in Middle Level Education Vol. 35, No. 10 (2012)
This study focuses on middle grades teachers from the United States and China, the two countries with the highest Internet use, in an attempt to understand both groups' perspectives on integrating new literacies and technologies into their teaching. ...
Creative Synthesis and TPACK: Supporting Teachers Through a Technology and Inquiry-Rich Graduate Degree Program
Contemporary Issues in Technology and Teacher Education Vol. 13, No. 4 (December 2013) pp. 386–418
This study offers a new way to assess TPACK within the context of a graduate program revitalized to focus on new literacies. Whereas previous studies have focused on teacher lesson planning or modeling best practices, our research examines TPACK by...
Journal of Adolescent & Adult Literacy Vol. 55, No. 6 (March 2012) pp. 483–493
In light of emerging technologies prompting new avenues for teaching and learning, students are positioned to "create" to learn, with video production being an important process for literacy development. There is a growing need for innovative...
Research and Teaching in Developmental Education Vol. 17, No. 2 (2001) pp. 5–14
Reports on a study at North Carolina State University that examined the use of electronic mail to encourage critical literacy among college developmental reading students. States that randomly selected students were paired with professionals who...
International Journal of Educational Research Vol. 91, No. 1 (2018) pp. 28–40
As our world becomes more connected, globalized education becomes increasingly important. Drawing from educational cosmopolitanism and disciplinary inquiry, this collective case study focused on Chinese and US students’ demonstrations of the four...
Computers & Education Vol. 59, No. 2 (September 2012) pp. 497–504
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact ...
Journal of Research on Technology in Education Vol. 40, No. 4 (2008) pp. 497–515
Growing consensus among policy makers and educators alike suggests that our education system must be transformed to address the needs of a global society as well as the needs of the 21st century student. Often overlooked as a resource, students can...
The Case for Social Agency in Computer-based Teaching: Do Students Learn More Deeply When They Interact with Animated Pedagogical Agents?
Cognition and Instruction Vol. 19, No. 2 (2001) pp. 177–213
Five experiments explored a potentially more productive application of educational technology in which an individual learner has the opportunity to develop a social relation with a computer by interacting with an animated pedagogical agent. Results...
Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes
Journal of Educational Computing Research Vol. 44, No. 4 (2011) pp. 453–472
Targeted as a highly desired skill for contemporary work and life, problem solving is central to game-based learning research. In this study, middle grade students achieved significant learning gains from gameplay interactions that required solving...