Search results for author:"Jonathan Gratch"
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Jonathan Gratch
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Jonathan Gratch
University of North Texas
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MMOGs: Vibrant examples of Communities of Practice
Jonathan Gratch
Society for Information Technology & Teacher Education International Conference 2007 (Mar 26, 2007) pp. 1218–1220
MMOGs (Massively Multiplayer Online Games) provide a dynamic, virtual learning structure in which the user experiences content learning in the context of the framed content. It is difficult to lock a true MMOG into a single learning objective...
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Teacher perception of project-based learning in a technology-infused secondary school culture: A critical ciné-ethnographic study
Jonathan Gratch
Teacher perception of project-based learning in a technology-infused secondary school culture: A critical ciné-ethnographic study (2012) pp. 1–181
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Hydro Master: The Design and Development of an Educational Video Game for Use in the Science Classroom
Janet Kelly; Jonathan Gratch
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 3780–3781
Educators have been reluctant to view the role of video gaming as a viable learning tool because its role has become so deeply entrenched in the entertainment genre. However, it has been demonstrated that games offer a viable format for learning and ...
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Employing a Critical Lens on Instructor Perceptions of Learning Games: Introduction to a Method
Scott Warren; Jonathan Gratch
International Journal of Virtual and Personal Learning Environments Vol. 4, No. 3 (July 2013) pp. 1–17
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination....
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MMOGs: Beyond the Wildest Imagination
Jonathan Gratch; Janet Kelly
Journal of Interactive Learning Research Vol. 20, No. 2 (April 2009) pp. 175–187
***Invited as a paper from SITE 2007*** Historically, Massive Multiplayer Online Games (MMOGs) have been used for entertainment purposes, but that is rapidly changing. Advances in computer technology and an enhanced perception of functionality...
Topics: Classrooms, Games, Virtual Environments, Collaboration, Community, Educational Technology
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A Discussion of Open Source Gaming Platforms for Education
Jonathan Gratch; Janet Kelly
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1470–1473
Open source has long been a popular point of discussion for professionals and laymen in many arenas where software selection is financially expensive, support lacking, and high levels of training are needed to educate the users. Within the arena of...
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Perspectives on Increasing Gender Diversity in Computing from a Cybersecurity Summer Camp Experience
Jian Zhang; Jonathan Gratch
Society for Information Technology & Teacher Education International Conference 2017 (Mar 05, 2017) pp. 2163–2170
To increase gender diversity in the STEM and computing fields, many outreach programs targeting female middle and high school students have been created by the higher education community. These programs use topics such as app development, 3D...
Topics: Science Education, New Possibilities with Information Technologies
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Leveraging Design-Based Research to Deliver Meaningful, Engaging, and Enriching Online Asynchronous Discussions.
Jonathan Gratch; Adriana D' Alba
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 315–318
Abstract. With more and more institutions of higher learning offering online programs, educators, facilitators, and instructional designers are looking for effective methods to promote engagement and enrichment in online learning settings, using...
Topics: Graduate Education & Faculty Development, Distance/Flexible Education
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Online Co-Teaching of Graduate Students: A Systems Perspective
Jonathan Gratch; Lynne Cagle Cox
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2014 (Oct 20, 2014) pp. 707–711
Abstract: Over the past 10 years there has been an explosion in the growth of online educational programs (Allen & Seaman, 2013). Learners are presented with increasing options for programs of all degree levels. While online education is still a...
Topics: Tools & Systems, Implementation Examples & Issues, Designing, Developing, and Assessing E-Learning
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Critical CinéEthnographic Methods: A New Dimension for Capturing the Experience of Learning in Twenty-First Century Qualitative Research
Jonathan Gratch; Scott Joseph Warren
TechTrends: Linking Research and Practice to Improve Learning Vol. 62, No. 5 (2018) pp. 473–482
Learning technologies continue to grow in complexity, making it increasingly difficult to understand their impacts on stakeholders using traditional research methods. While comparison and treatment studies, may show if a digital learning tool...
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oLTECx: a 3D virtual department tour for Prospective students
Bertha Adriana D'Alba; Jonathan Gratch
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) p. 3318
As technology continues to redefine the educational experience, departments are seeking methods and environments to better acquaint perspective and existing students with their programs information, opportunities and faculty availability. The...
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Using New Technologies to Improve Qualitative Research Methods for Teacher Education and Evaluation of Performance
Jonathan Gratch; Scott Warren; Jian Zhang
Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 1660–1665
Qualitative methods have long been criticized for their time consuming process and narrow focus. The use of visual ethnography in research is as old as film itself. Critical Cine Ethnography combines of the visual element of cine Visual ethnography...
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Teacher Perspectives: What Makes a Video Game Effective in the K-12 Classroom?
Janet Kelly; Ranae Stetson; Jonathan Gratch
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1934–1939
Many educators have been reluctant to view video gaming as a viable learning tool because of its association with entertainment genre. However, it has been demonstrated that video games offer a viable format for learning and enriching understanding--...
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Building a 3-dimensional virtual museum for learning: An updated perspective.
Jonathan Gratch; Adriana D'Alba; Jian Zhang
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015 (Oct 19, 2015) pp. 1483–1487
This presentation examines the development of a 3-dimensional virtual environment for a museum sponsored by a Mexican University. The presentation will discuss the design and development of the 3-d museum environment from a technological and...
Topics: Instructional Design, Physical Education, Implementation Examples & Issues, E-Learning Trends and Innovations (social learning, mobile, augmented etc.), Museums
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Science Simulations: What Do They Contribute to Student Learning?
Jonathan Gratch; Janet Kelly; Curtis Bradley
Society for Information Technology & Teacher Education International Conference 2007 (Mar 26, 2007) pp. 3422–3425
The 'real' science laboratory offers problem-based learning explorations that students cannot experience through computer simulations. Yet, computer simulations reach well beyond the real laboratory experience and place students in an experiential...
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Student’s Technology Preferences and the new Online Learning Technologies Experience (oLTECx)
Adriana D'Alba; Jonathan Gratch; Greg Jones
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 1653–1657
As technology continues to redefine the educational experience, departments are seeking methods and environments to better acquaint perspective and existing students with their program’s information, opportunities and faculty availability and...
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Case Study: Technology Use Among Native American High School Students
Janet Kelly; Jonathan Gratch; Jo Anne White Thunder
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 1008–1012
This study examines the results of the Native American Attitude and Preference survey administered to high school students on an Indian Reservation. The 37-question instrument is designed to evaluate and discern learning styles, home technology use, ...
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Video Games in Education: Do They Have a Future?
Jonathan Gratch; Janet Kely; Greg Jones; Robert Maninger
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 1669–1674
Over the past 30 years video and computer games have become entrenched in the daily routine of millions. Today few students entering schools have not been exposed to gaming or gaming concepts. Video games are such a dominant form of entertainment ...
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From real to virtual museums: Making the transition
Bertha Adriana D' Alba; Greg Jones; Jonathan Gratch
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 2512–2515
The intention of this paper is to present some of the activities and learning tours that have been designed for professionals in education and that are taking place in different museums in the United States, and notice that most of these tours can...
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A Discussion on an ID Framework for Production, Inclusion, and Assessment of AR/VR Artifacts for Online Learning
Jonathan Gratch; Pamela Ponners; Jian Zhang; Adriana D'Alba
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2017 (Oct 17, 2017) pp. 1731–1734
Augmented Reality (AR) and Virtual Reality (VR) have been developed and used widely in computer gaming environments In order to adopt the use of AR and VR artifacts in a distance learning environment, we propose an Instructional Design (ID)...
Topics: Instructional Design, Tools & Systems, Other
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Students’ perceptions of web-based and 3Dimensional museums
Adriana D' Alba; Jonathan Gratch; Jian Zhang; Deborah Blackwell
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 290–294
This comparative descriptive research study utilized mixed methods to examine usability, knowledge acquisition, engagement, and user’s preferences between a web-based and a 3-dimensional (3D) online museum. Initial data was collected in the fall of...
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The Future is Now: Trends in Technology for the K-12 Math and Science Classrooms
Janet Kelly; Robert Maninger; Ranae Stetson; Jonathan Gratch
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 4485–4490
Technology is changing at such a rapid pace; it is difficult for those in K-12 education to remain current and well informed on the new advancements. Technology trends for use in the middle level and secondary school classroom represent a...
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Closing the gender gap in STEM with friendly male instructors? On the effects of rapport behavior and gender of a virtual agent in an instructional interaction
Nicole C. Krämer; Bilge Karacora; Gale Lucas; Morteza Dehghani; Gina Rüther; Jonathan Gratch
Computers & Education Vol. 99, No. 1 (August 2016) pp. 1–13
While numerous research endeavors address the effects of pedagogical agents, the role of the agent's gender and its rapport behavior has been neglected. We hypothesize that a minimal amount of behavioral realism induced by display of rapport is...
Language: English