Search results for author:"Richard Lamb"
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Washington State University
George Mason University
Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 162–167
Many teacher preparation programs include field experiences for preservice science teachers. The purpose of these experiences are to expose those wishing to teach to the complexity of the classrooms in which they will be asked to practice. As the...
Examination of the Effects of Dimensionality on Cognitive Processing in Science: A Computational Modeling Experiment Comparing Online Laboratory Simulations and Serious Educational Games
Journal of Science Education and Technology Vol. 25, No. 1 (2016) pp. 1–15
Within the last 10 years, new tools for assisting in the teaching and learning of academic skills and content within the context of science have arisen. These new tools include multiple types of computer software and hardware to include (video)...
Journal of Science Education and Technology Vol. 22, No. 5 (October 2013) pp. 603–613
The purpose of the study was to review the efficacy of online chemistry simulations in a high school chemistry class and provide discussion of the factors that may affect student learning. The sample consisted of 351 high school students exposed to...
Journal of Science Education and Technology Vol. 23, No. 5 (October 2014) pp. 641–657
Despite an increased focus on science, technology, engineering, and mathematics (STEM) in U.S. schools, today's students often struggle to maintain adequate performance in these fields compared with students in other countries (Cheek in "...
Journal of Science Education and Technology Vol. 27, No. 3 (2018) pp. 248–255
This research represents an unforeseen outcome of the authors' National Science Foundation Innovation Technology Experiences for Students and Teachers (ITEST) program grant in science education. The grant itself focused on the use of serious...
Computers & Education Vol. 79, No. 1 (October 2014) pp. 116–125
The purpose of this paper is to explain and document the creation of a computational model in the form of an Artificial Neural Network (ANN) capable of simulating student cognition. Specifically, the model simulates students' cognition as they...
Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 2887–2892
With an increasing need for workers to fill science, technology, engineering and mathematics (STEM) careers in the United States, it is imperative that researchers and teachers find ways to develop student interest in science at a time in their...
Comparison of virtual reality and hands on activities in science education via functional near infrared spectroscopy
Computers & Education Vol. 124, No. 1 (September 2018) pp. 14–26
There has been an increased focus on the use of cognitive strategies in the science classroom, in part this increased focus is due to the implementation of the Next Generation Science Standards (NGSS). This focus has created the need to examine...
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 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...
Podcasts on Mobile Devices as a Read-Aloud Testing Accommodation in Middle School Science Assessment
Journal of Science Education and Technology Vol. 25, No. 2 (2016) pp. 263–273
The purpose of this study was to examine the effect of a digitized podcast to deliver read-aloud testing accommodations on mobile devices to students with disabilities and reading difficulties. The total sample for this study included 47 middle...
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...
Science Teacher Efficacy and Extrinsic Factors toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning
Journal of Science Education and Technology Vol. 22, No. 1 (February 2013) pp. 47–61
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A...
Cognitive diagnostic like approaches using neural-network analysis of serious educational videogames
Computers & Education Vol. 70, No. 1 (January 2014) pp. 92–104
There has been an increase in student achievement testing focusing on content and not underlying student cognition. This is of concern as student cognition provided for a more generalizable analysis of learning. Through a cognitive diagnostic...
Richard Lamb; Leonard Annetta; David Vallett; Jonah Firestone; Maureen Schmitter-Edgecombe; Heather Walker; Nicole Deviller; Douglas Hoston
Journal of Educational Research Vol. 111, No. 4 (2018) pp. 446–458
Attention on P-20 science, technology, engineering, and mathematics (STEM) education has increased tremendously in recent years. Many efforts are underway to promote STEM major and career selection across the nation; specifically, in engineering and ...
The Effect of Instructor-Created Video Programs to Teach Students with Disabilities: A Literature Review
Sheryl Burgstahler; Terry Thompson; Megan A. Conway Robert A. Stodden; Skip Stahl Chuck Hitchcock; Peg Lamb; Richard G. Luecking; Sheryl Burgstahler; Terry Thompson; Megan A. Conway Robert A. Stodden; Skip Stahl Chuck Hitchcock; Peg Lamb; Richard G. Luecking; Sheryl Burgstahler; Terry Thompson; Megan A. Conway Robert A. Stodden; Skip Stahl Chuck Hitchcock; Peg Lamb; Richard G. Luecking; Linda Mechling
Journal of Special Education Technology Vol. 20, No. 2 (2005) pp. 25–36
This paper summarizes the results of a review of the empirical literature (1999-2003) focusing on the use of instructor-created video recording incorporating personalized video to teach individuals with disabilities. Twenty-four investigations were...
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...
Teresa Franklin; Len Annetta; Lin Lin; Tao Zhang; Pg Schrader; Leanna Achambalt; Conrad Oh-Young; Lilly Lu; Erin Peters Burton; Wendy Frazier; Richard Lamb; Rebecca Cheng; Margaret Chmiel; Marie Iding; Joan Nordbotten; Lisa Carrington; Lisa Kervin; Brian Ferry; Mariya Yukhymenko
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 2534–2535
Today’s pre-service teachers have grown up with ubiquitous access to computers and the Internet, which has changed how they learn and how they will teach (Prensky, 20011). Virtual worlds, games and simulations are not new to pre-service teachers and ...