Search results for author:"Leonard+Annetta"
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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 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...
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...
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...
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...
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...
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
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...
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...
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...
Investigating the impact of video games on high school students’ engagement and learning about genetics
Computers & Education Vol. 53, No. 1 (August 2009) pp. 74–85
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology’s efficacy. This...
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...
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 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...
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...
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...
Educause Quarterly Vol. 29, No. 3 (2006) pp. 16–22
Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between...
Bridging Realty to Virtual Reality: Investigating Gender Effect and Student Engagement on Learning through Video Game Play in an Elementary School Classroom
International Journal of Science Education Vol. 31, No. 8 (May 2009) pp. 1091–1113
The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study...
Drugs and the Brain: Learning the Impact of Methamphetamine Abuse on the Brain through a Virtual Brain Exhibit in the Museum
International Journal of Science Education Vol. 33, No. 2 (January 2011) pp. 299–319
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as...
Assessing Twenty-First Century Skills through a Teacher Created Video Game for High School Biology Students
Research in Science & Technological Education Vol. 28, No. 2 (July 2010) pp. 101–114
As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application ...
A Comparison of Rural Elementary School Teacher Attitudes toward Three Modes of Distance Education for Science Professional Development
Journal of Science Teacher Education Vol. 19, No. 3 (June 2008) pp. 255–267
Distance education is a significant topic of discussion among faculty at all levels of education. This study produced evidence regarding the attitudes toward three distance education delivery modes for science professional development. The study...
Theory Into Practice Vol. 47, No. 3 (July 2008) pp. 229–239
Today's K-20 students have been called, among other names, the net generation. As they matriculate through the education system, they are often exposed to materials and manipulatives used for the past 40 years, and not to the digital media to which...
Taking Science Online: Evaluating Presence and Immersion through a Laboratory Experience in a Virtual Learning Environment for Entomology Students
Journal of College Science Teaching Vol. 39, No. 1 (September 2009) pp. 27–33
A 3-D virtual field trip was integrated into an online college entomology course and developed as a trial for the possible incorporation of future virtual environments to supplement online higher education laboratories. This article provides an...
Investigating Science Learning for Rural Elementary School Teachers in a Professional-Development Project through Three Distance-Education Strategies
Journal of Research in Science Teaching Vol. 43, No. 10 (December 2006) pp. 1019–1039
Distance education is a significant topic of discussion within institutions at all levels of education. It is not only significant in terms of finances and student enrollment but also in terms of meaningful learning. The purpose of this study was to ...
The Effect Teaching Experience Has on Perceived Effectiveness of Interactive Television as a Distance Education Model for Elementary School Science Teacher's Professional Development: Another Digital Divide?
Journal of Science Education and Technology Vol. 13, No. 4 (December 2004) pp. 485–494
The first year of a 5 year professional development project for elementary teachers in two mid-western states integrated a bridge of two distinctly different distance education networks (T-1 and fiber optics) to provide science professional...
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...
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...
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 ...
A comparative study of three distance education strategies on the learning and attitudes of elementary school teachers participating in a professional development project
A comparative study of three distance education strategies on the learning and attitudes of elementary@school@teachers participating in a professional development project (2003) pp. 1–180
Distance Education is a significant topic among institutions at all levels of education. It is not only significant in terms of finances and student enrollment but in terms of meaningful learning. This study produced evidence regarding the relative...
Science Scope Vol. 36, No. 3 (November 2012) pp. 54–60
As smartphones become more ubiquitous among adolescents, there is increasing potential for these as a tool to engage students in science instruction through innovative learning environments such as augmented reality (AR). Aligned with the National...
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...