Search results for author:"Larysa_Nadolny"
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British Journal of Educational Technology Vol. 48, No. 3 (May 2017) pp. 814–823
The combination of print materials and augmented reality in education is increasingly accessible due to advances in mobile technologies. Using familiar paper-based activities overlaid with digital items, also known as interactive print, educators...
Society for Information Technology & Teacher Education International Conference Vol. 2016, No. 1 (2016)
Throughout history, games have engaged players of all ages in a shared experience of persistence, challenge, failure, and success. This has been achieved through a wide variety of gaming strategies and structures, from role play to puzzle and...
Society for Information Technology & Teacher Education International Conference 2018 (Mar 26, 2018) pp. 474–477
This paper describes the research and design of a prototype video game as an intervention for cyberbullying. The game focuses on empathy, which has been shown to have a positive effect on prosocial behavior, and storytelling, which has been shown to ...
The best of all worlds: Combining the flipped classroom, game-based learning, and learning communities in a large technology integration course.
Society for Information Technology & Teacher Education International Conference 2018 (Mar 26, 2018) pp. 1065–1067
This paper presents the use of a combination of pedagogical strategies in teaching a large undergraduate technology integration course. Course revisions include a motivating game-based learning structure, practitioner-focused design, and the flipped ...
Journal of Educational Technology Systems Vol. 43, No. 4 (2015) pp. 389–402
The use of games and game structures in educational contexts is growing in popularity. An increasing number of technologies have been developed to meet the needs of designing a course as a game. This article discussed the design process in game...
Laptops for all students: Year one evaluation of a laptop initiative in career and technical high school education
Laptops for all students: Year one evaluation of a laptop initiative in career@and@technical@high@school education (2008) pp. 1–105
This evaluation investigated the implementation and outcomes of a one-to-one laptop program initiative in a career and technical high school, where the majority of students experienced academic challenges. Data for the evaluation were collected...
International Journal of Virtual and Personal Learning Environments Vol. 5, No. 4 (October 2014) pp. 17–28
Educational virtual worlds can give students opportunities that would not otherwise be possible in face-to-face settings. The SciEthics Interactive simulations allow learners to conduct scientific research and practice ethical decision-making within ...
Educational Technology Research and Development Vol. 61, No. 6 (December 2013) pp. 979–999
Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National ...
Exploring the Rules of the Game: Games in the Classroom, Game-Based Learning, Gamification, and Simulations
Jana Willis; Spencer Greenhalgh; Larysa Nadolny; Sa Liu; Tugce Aldemir; Sandra Rogers; Monica Trevathan; Susan Hopper; Wendy Oliver
Society for Information Technology & Teacher Education International Conference 2017 (Mar 05, 2017) pp. 475–480
This diverse panel will provide insights and perspectives into the various aspects of games and simulations. The panelists will discuss not only challenges and barriers involved in designing, developing, integrating, and implementing these advanced...
Topics: Games & Simulations