Search results for author:"Karla Kingsley"
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Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 1290–1295
This paper describes the use of Web 2.0 tools, including social networking spaces, by preservice and inservice teachers enrolled in an undergraduate introductory instructional technology class. As they gained familiarity with interactive...
Preservice Teachers' Perceptions of Interactive Multimedia and Web 2.0 Tools for Differentiated Instruction and Assessment
Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 3943–3946
The fostering of digital literacy skills is an important aspect of teacher preparation. This case study offers insights into preservice teachers’ experiences designing and producing instructional materials and assessments using interactive Web 2.0...
Global Learn 2012 (Nov 06, 2012) pp. 176–181
This paper has two primary purposes. The first is to describe a framework for teachers and teacher educators for utilizing electronic games to cultivate the 21st century skills required for full participation in a global, networked society....
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 2177–2183
Studies examining whether or not videogames lead to aggression and violence in the real world are often rooted in the assumption that an inherent, causal relationship exits between violent video game play and violent behavior. Scrutiny of the...
Global TIME 2011 (Feb 22, 2011) pp. 306–309
Abstract: This professional practice paper describes a series of technology-enhanced activities designed to scaffold students’ understanding of academic reading, writing, and thinking. The authors provide specific strategies for enhancing students’...
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 784–789
Researchers studying the effects of video game play are generally of two minds: critics of video games and their influence on players, and proponents who contend that video games can have beneficial effects on those who play them. Proponents of...
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 4195–4200
This qualitative study followed a group of classroom teachers as they explored the instructional possibilites of teaching with and about multimedia and popular culture, and their efforts to integrate critical multimedia literacy into their teaching. ...
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 1569–1572
Abstract: As teacher educators, we work with K-12 teachers to develop instructional practices and assessment methods that position students as empowered creators of knowledge. Whenever possible, we integrate 21st century learning skills that blend...