Search results for author:"Leonard Annetta"
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Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 336–340
This position paper asks the question of is the money allocated to institutional distance education getting the results on the back end in terms of student achievement? This study produced evidence regarding the relative effectiveness of three...
Assessing Student Understanding of Contour Maps Using Non-Immersive Virtual Reality Panoramas and 3-D Modeling
Society for Information Technology & Teacher Education International Conference 2006 (Mar 19, 2006) pp. 4039–4045
Abstract: For the past one hundred years, science teachers have used contour lines to represent three-dimensional landforms on a two-dimensional page. Teachers have implemented a variety of activities to assist student understanding of the meaning...
Journal of Educational Multimedia and Hypermedia Vol. 17, No. 2 (April 2008) pp. 259–277
Previous work applying cognitive load theory has demonstrated the effect of various text/graphic/narration relations on learning using multimedia material. Other work has looked at how the degree of integration between the text and graphics...
What Are You Looking At? An Investigation Into the Relationship of Text, Graphics, and Audio of a PowerPoint Presentation, Student Eye Movements and Science Learning
Society for Information Technology & Teacher Education International Conference 2005 (2005) pp. 3620–3623
The purpose of this study was to use eye-tracking technology to explore the relationship of text and graphic combinations displayed in a PowerPoint presentation. The effect of an audio narration was also explored. A taxonomy of graphic/text...
Integrating Point-to-Point Videoconferencing Into Professional Development of Rural Elementary School Science Teachers
Contemporary Issues in Technology and Teacher Education Vol. 6, No. 4 (December 2006) pp. 399–413
This study investigated the effectiveness of using point-to-point videoconferencing for a 3-day professional development workshop of elementary school science teachers as part of the Science Co-op Project in rural Missouri. The intentions of this...
Topics: Professional Development, Science, Attitudes, eLearning, Collaboration, Communication, Elementary Education, Educational Technology, Distance Education, Computers, Networking Technologies, Information Communication Technologies
Society for Information Technology & Teacher Education International Conference 2006 (Mar 19, 2006) pp. 3950–3956
Graduate students in science education learned to construct video games for science instruction. An innovative, synchronous online course was the vehicle for this process.As more and more students are coming to unviersities with a dire need for...
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 2025–2033
STIMULATE (Science Training Immersive Modules for University Learning Around Teacher Education) targeted initial licensure secondary science teachers. According to NSF, “demand for science and technology literacy has never been higher, and the...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 3674–3681
Since 2000, SITE has been collaborating with a number of teacher education associations through the National Technology Leadership Initiative (NTLI). The NTLI Fellowships were established to recognize an exemplary presentation on technology at the...
Construction of a Simulation from a Video Case: An Ethical Sensitivity Assessment and its Impact on Science Educators
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 3765–3772
A simulation was created to emulate two Racial Ethical Sensitivity Test (REST) videos. This mixed-methods study aimed to affect ethical sensitivity of preservice and inservice science teachers to racial and gender intolerant behavior in school...
Contemporary Issues in Technology and Teacher Education Vol. 14, No. 3 (September 2014) pp. 247–265
Innovation is a term that has become widely used in education; especially as it pertains to technology infusion. Applying the corporate theory of diffusing innovation to educational practice is an innovation in itself. This mixed-methods study...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1114–1121
Hazelton High at REST, a simulation containing two digitized scenarios from the Racial Ethical Sensitivity Test (REST). The REST, a video assessment, is a valid measure of an educator’s ethical sensitivity for racial and gender intolerant behaviors...
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1450–1455
This session featured speakers from five projects with a range of experience in assessment and evaluation of student learning as the outcome of playing with and using games and simulations. The presentation engaged the audience in a discussion of...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 2458–2461
This brief paper will describe the results from the current wave of data from a National Science Foundation ITEST project. Although the project is not yet complete, and builds on a previous ITEST project, indicators of success student game...
Investigating Student Attitudes Toward a Synchronous, Online Graduate Course in a Multi-User Virtual Learning Environment
Journal of Technology and Teacher Education Vol. 16, No. 1 (2008) pp. 5–34
This article describes a graduate distance education course at North Carolina State University, which combined science content and pedagogy with video game design. The course was conducted entirely in a synchronous, online, Virtual Learning...
Topics: Information Communication Technologies, Virtual Environments, Distance Education, Interaction, Community, Instructional Design, Learning Objects, Games, Creativity, Human Computer Interaction, Science, Attitudes, Collaboration, Communication, Curriculum
Journal of Technology and Teacher Education Vol. 19, No. 3 (October 2011) pp. 303–329
Cell phones are ever-present in daily life, yet vastly underused in the formal science classroom. The purpose of this study was to implement a novel learning tool on cell phones, Augmented Reality Games, and determine how the interaction influenced...
Leonard Annetta; David Vallett; Bonnie Fusarelli; Richard Lamb; Meng-Tzu Cheng; Shawn Holmes; Elizabeth Folta; Brandi Thurmond
Journal of Computers in Mathematics and Science Teaching Vol. 33, No. 4 (October 2014) pp. 381–407
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today’s students are more likely to engage in video...
Leonard Annetta; Jamie Kirkley; Diane Ketelhut; Philippos Savvides; Lilly Lu; Matt Dunleavy; Greg Jones; Richard Lamb; Marcus Stone; Sonny Kirkley; Mina Johnson-Glenberg; David Birchfield; Walt Heinecke
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1832–1833
There is growing appreciation across the broader education community that educational three dimensional virtual learning environments are part of the daily lives of citizens. This blurring of the boundaries along with better understandings of...