Search results for author:"Janet Mannheimer Zydney"
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The effect of multiple scaffolding tools on students’ understanding, consideration of different perspectives, and misconceptions of a complex problem
Computers & Education Vol. 54, No. 2 (February 2010) pp. 360–370
This study investigated the effectiveness of multiple scaffolding tools in helping students understand a complex problem. In order to support students with this task, a multimedia learning environment was developed based on the cognitive flexibility ...
The effect of different types of scaffolding in a multimedia program on students' problem@finding (2004) pp. 1–175
This study investigated which scaffolding type most effectively helped students define a complex problem. A secondary objective of this study was to determine whether the amount of time students spent watching videos of experts, who had differing...
Journal of Staff Development Vol. 36, No. 2 (April 2015) pp. 48–53
Educators have begun to use protocols to facilitate professional development in online spaces--partly because people need to connect from different places, but also to take advantage of new environments for learning. For example, asynchronous tools, ...
The Use of Video Cases in a Multimedia Learning Environment for Facilitating High School Students' Inquiry into a Problem from Varying Perspectives
Journal of Science Education and Technology Vol. 20, No. 6 (December 2011) pp. 715–728
This study investigated the connection between the use of video cases within a multimedia learning environment and students' inquiry into a socio-scientific problem. The software program was designed based on principles from the Cognitive...
Keeping Kids Safe from a Design Perspective: Ethical and Legal Guidelines for Designing a Video-Based App for Children
TechTrends: Linking Research and Practice to Improve Learning Vol. 59, No. 2 (March 2015) pp. 40–46
Educators can use video to gain invaluable information about their students. A concern is that collecting videos online can create an increased security risk for children. The purpose of this article is to provide ethical and legal guidelines for...
Computers & Education Vol. 94, No. 1 (March 2016) pp. 1–17
This review examined articles on mobile apps for science learning published from 2007 to 2014. A qualitative content analysis was used to investigate the science mobile app research for its mobile app design, underlying theoretical foundations, and...
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 3592–3596
In order to better prepare all students to achieve proficiency in mathematics, we have developed a learning game called Math Pursuits to help children understand mathematical concepts and problem solving by connecting mathematics to authentic...
Involving Students in the Software Design Process: A Design-Based Research Study on Students' Motivation
World Conference on Educational Media and Technology 2007 (Jun 25, 2007) pp. 3666–3675
Design-based research was used to triangulate student feedback data in order to make informed decisions about the design of an intrinsically motivating computer-based learning environment for assisting students in developing mathematical problem...
TechTrends: Linking Research and Practice to Improve Learning Vol. 58, No. 6 (November 2014) pp. 21–28
Teachers are challenged to create flexible learning environments that prepare students with diverse learning needs for adaptable thinking in a fast-paced and changing society. To address this need, we used a design-based research approach to develop ...
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 1294–1302
In developing Math Pursuits, we have designed a learning environment that helps learners connect mathematics to the world around them. The ultimate goal of this research is to design and assess a learning environment that incorporates distributed...
Interactive Learning Environments Vol. 22, No. 5 (2014) pp. 668–683
This study investigated the effect of different methods of guidance with anchored instruction on students' mathematical problem-solving performance. The purpose of this research was to iteratively design a learning environment to find the...
Creating a community of inquiry in online environments: An exploratory study on the effect of a protocol on interactions within asynchronous discussions
Computers & Education Vol. 58, No. 1 (January 2012) pp. 77–87
The purpose of our research was to examine the influence of an online protocol on asynchronous discussions. A mixed-methods study compared two online graduate classes: one that used a protocol and one that did not use a protocol for the same...