Search results for author:"Michael Evans"
Total records matched: 38 Search took: 1.005 secs
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Using Stimulated Recall to Investigate Pupils' Thinking about Online Bilingual Communication: Code-Switching and Pronominal Address in L2 French
Michael Evans
British Educational Research Journal Vol. 35, No. 3 (June 2009) pp. 469–485
This article demonstrates how evidence related to performance in computer mediated communication (CMC) can be used as a vehicle for researching pupils' thinking about using and learning a foreign language. The analysis is based on a qualitative...
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"I need a green axe": Video Games and Your Social Studies Classroom
Mark Evans; Michael Barbour
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (Oct 15, 2007) pp. 781–786
Today's students are natives of technology more than ever before. Along with being natives of the digital world, students are also avid video game players in a way that the previous generation was avid television viewers. There is a movement in some ...
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“Why Can’t I Get this Thing to Work?”: Evaluating Strategies to Promote Preservice Secondary Teachers’ Self-Efficacy Toward Technology Integration
Liesl Combs; Michael Evans
Society for Information Technology & Teacher Education International Conference 2007 (Mar 26, 2007) pp. 2519–2526
This exploratory study examines the effect instructional strategies designed to facilitate mental model generation have on self-efficacy. Self-efficacy has been identified as a key variable related to the successful adoption and use of instructional ...
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Making Sense of Video Games: Pre-Service Teachers Struggle with This New Medium
Mark Evans; Michael Barbour
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (Oct 15, 2007) pp. 2496–2501
This next generation of students have had exposure to digital media far more than any previous generation, particularly video games. Almost daily, news outlets report the latest news on the evils of video games, how much children are playing video...
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The Role of Mental Models in Transfer of Technology Training for Preservice Teachers – A Matter of Self-Efficacy
Liesl Combs; Michael Evans
Society for Information Technology & Teacher Education International Conference 2006 (Mar 19, 2006) pp. 2810–2814
Technology integration is one of the most rapidly increasing areas of education. As schools introduce more equipment, teachers are being directed to design suitable instruction. Many teachers, however, are failing to use the equipment and...
Topics: Training, Integration, Instructional Design, Educational Technology, Preservice Teacher Education
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Interactive Tabletops in Education
Pierre Dillenbourg; Michael Evans
International Journal of Computer-Supported Collaborative Learning Vol. 6, No. 4 (December 2011) pp. 491–514
Interactive tabletops are gaining increased attention from CSCL researchers. This paper analyses the relation between this technology and teaching and learning processes. At a global level, one could argue that tabletops convey a socio...
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The Challenges of Knowledge Management to Human Performance Technology
Michael A. Evans
TechTrends: Linking Research and Practice to Improve Learning Vol. 48, No. 2 (2004) pp. 48–52
Over the past year the author has conducted user, task and context analyses as part of a larger project to develop a knowledge management (KM) system for the U.S. Navy. In this piece he shares that experience as well as point out a few of the...
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A Critical-Realist Response to the Postmodern Agenda in Instructional Design and Technology: A Way Forward
Michael A. Evans
Educational Technology Research and Development Vol. 59, No. 6 (December 2011) pp. 799–815
Although providing an invigorating foundation for instructional design and technology theory and research, the postmodern agenda would benefit from clearer articulation and further refinement of ontological, epistemological, and methodological...
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The Overlapping Worlds View: Analvzing Identity Transformation in Real and Virtual Worlds and the Effects on Learning
Michael A. Evans; Feihong Wang
Journal of Educational Technology Vol. 5, No. 2 (2008) pp. 55–63
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently,...
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Conceptual and Practical Issues Related to the Design for and Sustainability of Communities of Practice: The Case of E-Portfolio Use in Preservice Teacher Training
Michael A. Evans; Aaron Powell
Technology, Pedagogy and Education Vol. 16, No. 2 (July 2007) pp. 199–214
According to Barab "et al." (2004), the ideal community of practice (CoP) is a "persistent, sustained social network of individuals, who share and develop an overlapping knowledge base, set of beliefs, values, history, and experiences focused on a...
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“Just Tell Me What I Need To Know!”: The Potential Mismatch Between Online Pedagogy and Pre-Service Teacher Epistemic Development
Michael A. Evans; Russell Ravert
Society for Information Technology & Teacher Education International Conference 2003 (2003) pp. 2141–2144
There is a growing consensus on the advantages of increased use of information technology in pre-service teacher education. Advocates argue that this arrangement permits for the instantiation of certain Constructivist tenets. However, theories of...
Topics: Educational Technology, Students
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Facilitating Guided Participation through Mobile Technologies: Designing Creative Learning Environments for Self and Others
Michael A. Evans; Aditya Johri
Journal of Computing in Higher Education Vol. 20, No. 2 (November 2008) pp. 92–105
We appropriate Rogoff's ("Apprenticeship in thinking: Cognitive development in social context," 1991; in: Wertsch et al. (eds.) "Sociocultural studies of mind," 1993) notion of guided participation to demonstrate, through abbreviated case studies,...
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Learning without Boundaries: Developing Mobile Learning Scenarios for Elementary and Middle School Language Arts & Mathematics
Michael A. Evans; Denis Gracanin
Journal of Educational Technology Vol. 5, No. 4 (2009) pp. 38–44
This article provides an overview to a collaborative knowledge building project using iPod Touches in elementary and secondary language arts and mathematics classrooms, working with 4 teachers and over 80 students. The interactive technologies for...
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Peer tutoring with the aid of the Internet
Michael J Evans; Jeffrey S Moore
British Journal of Educational Technology Vol. 44, No. 1 (Jan 29, 2013) pp. 144–155
While the positive effects of peer tutoring in a face-to-face classroom are well documented, studies of computer-aided peer tutoring are less common. However, such exercises have the potential to introduce additional student–student interaction in...
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Assessment through Achievement Systems: A Framework for Educational Game Design
Monica Evans; Erin Jennings; Michael Andreen
International Journal of Game-Based Learning Vol. 1, No. 3 (July 2011) pp. 16–29
Educational games have great potential as tools for motivating and engaging students, in addition to teaching learning content and objectives, but have had difficulty proving their potential through traditional means. This article proposes that...
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Making Sense of Video Games: Pre-Service Teachers Struggle with This New Medium
Michael Barbour; Mark Evans; Sacip Toker
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1367–1372
This next generation of students has had exposure to digital media far more than any previous generation, particularly video games. Almost daily, news outlets report the latest news on the evils of video games, how much children are playing video...
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Faculty Resistance to Technology Integration
Ileana Torres; Jessica Evans; Michael Schneider
Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 175–177
The following proposal is a response to the problem of faculty resistance that exists in many higher education institutions. There are many reasons for resistance and although the importance of technology integration is understood by educators,...
Topics: faculty development, Teaching and Learning with Emerging Technologies
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College Student Preferences for Absolute Knowledge and Perspective in Instruction: Implications for Traditional and Online Learning Environments
Russell D. Ravert; Michael A. Evans
Quarterly Review of Distance Education Vol. 8, No. 4 (2007) pp. 321–328
Survey data from 174 university students are presented, on a scale designed to measure preference for absolute knowledge and perspective in instruction, including online discussions. Results demonstrate a strong effect of class level such that...
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Establishing a Virtual Makerspace for an Online Graduate Course: A Design Case
Kevin Oliver; Robert Moore; Michael Evans
International Journal of Designs for Learning Vol. 8, No. 1 (Jun 24, 2017)
This design case discusses key steps taken to establish a virtual makerspace for students enrolled in an online graduate course on informal learning. Two key design decisions are elaborated around (a) the selection of appropriate projects and...
Language: English
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Examinations in the Final Year of Transition to Mathematical Methods Computer Algebra System (CAS)
David Leigh-Lancaster; Magdalena Les; Michael Evans
Annual Meeting of the Mathematics Education Research Group of Australasia 2010 (July 2010)
2009 was the final year of parallel implementation for Mathematical Methods Units 3 and 4 and Mathematical Methods (CAS) Units 3 and 4. From 2006-2009 there was a common technology-free short answer examination that covered the same function,...
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Peer tutoring with the aid of the Internet
Michael J Evans; Jeffrey S Moore
British Journal of Educational Technology Vol. 44, No. 1 (Jan 29, 2013)
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A Collaborative, Wiki-Based Organic Chemistry Project Incorporating Free Chemistry Software on the Web
Michael J. Evans; Jeffrey S. Moore
Journal of Chemical Education Vol. 88, No. 6 (June 2011) pp. 764–768
In recent years, postsecondary instructors have recognized the potential of wikis to transform the way students learn in a collaborative environment. However, few instructors have embraced in-depth student use of chemistry software for the creation...
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Social Interactions and Instructional Artifacts: Emergent Socio-Technical Affordances and Constraints for Children's Geometric Thinking
Michael A. Evans; Jesse L. M. Wilkins
Journal of Educational Computing Research Vol. 44, No. 2 (2011) pp. 141–171
The reported exploratory study consisted primarily of classroom visits, videotaped sessions, and post-treatment interviews whereby second graders (n = 12) worked on problems in planar geometry, individually and in triads, using physical and virtual...
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Computer-Mediated Communication: Promoting Learner Autonomy and Intercultural Understanding at Secondary Level
Linda Fisher; Michael Evans; Edith Esch
Language Learning Journal Vol. 30, No. 1 (2004) pp. 50–58
The use of Computer-Mediated Communication (CMC) has been hailed as a solution to the problem of access to native speakers for language learners. This project was devised to investigate whether regular and structured use of email, here via a...
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The Voice Handicap Index with Post-Laryngectomy Male Voices
Eryl Evans; Paul Carding; Michael Drinnan
International Journal of Language & Communication Disorders Vol. 44, No. 5 (2009) pp. 575–586
Background: Surgical treatment for advanced laryngeal cancer involves complete removal of the larynx ("laryngectomy") and initial total loss of voice. Post-laryngectomy rehabilitation involves implementation of different means of "voicing" for these ...
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Envisioning new learning environments through gaming. A 21st Century Digital Workforce Apprenticeship.
Joshua Squires; Mark Evans; Lucas Jensen; Michael Orey
Global Learn 2011 (Mar 28, 2011) pp. 1237–1244
The 21st Century Digital Workforce Apprenticeship curriculum is a program for students that are interested in learning more about video gaming and the video game industry. The curriculum uses video game design activities to motivate students to...
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Envisioning new learning environments through gaming. A 21st Century Digital Workforce Apprenticeship.
Joshua Squires; Mark Evans; Lucas Jensen; Michael Orey
World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 2591–2598
The 21st Century Digital Workforce Apprenticeship curriculum is a program for students that are interested in learning more about video gaming and the video game industry. The curriculum uses video game design activities to motivate students to...
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Engagement States and Learning from Educational Games
Kirby Deater-Deckard; Mido Chang; Michael E. Evans
New Directions for Child and Adolescent Development Vol. 139 (2013) pp. 21–30
Children's and adolescents' cognitive, affective, and behavioral states of engagement enhance or impede enjoyment of, and performance with, educational games. We propose a comprehensive model of engagement states and apply it to research on...
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School-Wide Adoption of a Mathematics Learning Game in a Middle School Setting: Using the TPACK Framework to Analyze Effects on Practice
Michael A. Evans; Miguel Nino; Kirby Deater-Deckard; Mido Chang
Asia-Pacific Education Researcher Vol. 24, No. 3 (2015) pp. 495–504
This case study uses the Technological Pedagogical Content Knowledge (TPACK) framework to describe how teachers from two contiguous school districts in southwest Virginia implemented "The CandyFactory," an iPad-specific learning game that...
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A Multimodal Approach to Coding Discourse: Collaboration, Distributed Cognition, and Geometric Reasoning
Michael A. Evans; Eliot Feenstra; Emily Ryon; David McNeill
International Journal of Computer-Supported Collaborative Learning Vol. 6, No. 2 (June 2011) pp. 253–278
Our research aims to identify children's communicative strategies when faced with the task of solving a geometric puzzle in CSCL contexts. We investigated how to identify and trace "distributed cognition" in problem-solving interactions based on...
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Differential Effects of Learning Games on Mathematics Proficiency
Mido Chang; Michael A. Evans; Sunha Kim; Anderson Norton; Yavuz Samur
Educational Media International Vol. 52, No. 1 (2015) pp. 47–57
This study examined the effects of a learning game, [The Math App] on the mathematics proficiency of middle school students. For the study, researchers recruited 306 students, Grades 6-8, from two schools in rural southwest Virginia. Over a nine...
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Technology Helps Students Transcend Part-Whole Concepts
Anderson Norton; Jesse L. M. Wilkins; Michael A. Evans; Kirby Deater-Deckard; Osman Balci; Mido Chang
Mathematics Teaching in the Middle School Vol. 19, No. 6 (February 2014) pp. 352–358
The authors introduce an educational video game (application, or "app"), "CandyFactory Educational Game," designed to promote students' development of partitive understanding of fractions while demonstrating the critical...
Topics: Students, Educational Technology
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Theory to Practice: From Pod casting to Wiki’s - Exploring the Potential of Current and Emerging Technologies in 21st Century Classrooms.
David Hicks; Peter Doolittle; Michael Evans; Adam Friedman; Tom Snediker; John Lee; Ken Potter
Society for Information Technology & Teacher Education International Conference 2006 (Mar 19, 2006) pp. 2244–2249
This session is designed to explore visions of the possible with regard to current and emerging technologies' potential in 21st century classrooms. The guiding question at the heart of this paper is: how can teacher educators identify, model and...
Topics: Networking Technologies
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"Whoa! We're Going Deep in the Trees!": Patterns of Collaboration around an Interactive Information Visualization Exhibit
Pryce Davis; Michael Horn; Florian Block; Brenda Phillips; E Margaret Evans; Judy Diamond; Chia Shen
International Journal of Computer-Supported Collaborative Learning Vol. 10, No. 1 (March 2015) pp. 53–76
In this paper we present a qualitative analysis of natural history museum visitor interaction around a multi-touch tabletop exhibit called "DeepTree" that we designed around concepts of evolution and common descent. DeepTree combines...
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Interest-Driven Learning among Middle School Youth in an Out-of-School STEM Studio
Michael A. Evans; Megan Lopez; Donna Maddox; Tiffany Drape; Rebekah Duke
Journal of Science Education and Technology Vol. 23, No. 5 (October 2014) pp. 624–640
The concept of connected learning proposes that youth leverage individual interest and social media to drive learning with an academic focus. To illustrate, we present in-depth case studies of Ryan and Sam, two middle-school-age youth, to document...
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The Effects of an Educational Video Game on Mathematical Engagement
Mido Chang; Michael A. Evans; Sunha Kim; Anderson Norton; Kirby Deater-Deckard; Yavuz Samur
Education and Information Technologies Vol. 21, No. 5 (2016) pp. 1283–1297
In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research ...
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Impact of Physician Asthma Care Education on Patient Outcomes
Michael D. Cabana; Kathryn K. Slish; David Evans; Robert B. Mellins; Randall W. Brown; Xihong Lin; Niko Kaciroti; Noreen M. Clark
Health Education & Behavior Vol. 41, No. 5 (October 2014) pp. 509–517
Objective: We evaluated the effectiveness of a continuing medical education program, Physician Asthma Care Education, in improving pediatricians' asthma therapeutic and communication skills and patients' health care utilization for asthma. ...
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The synthesis approach to analysing educational design dataset: Application of three scaffolds to a learning by design task for postgraduate education students
Kate Thompson; Lucila Carvalho; Anindito Aditomo; Yannis Dimitriadis; Gregory Dyke; Michael A. Evans; Maryam Khosronejad; Roberto Martinez‐Maldonado; Peter Reimann; Dewa Wardak
British Journal of Educational Technology Vol. 46, No. 5 (Sep 01, 2015) pp. 1020–1027
The aims of the Synthesis and Scaffolding Project were to understand: the role of specific scaffolds in relation to the activity of learners, and the activity of learners during a collaborative design task from multiple perspectives, through the...