Search results for author:"Mary Jo Dondlinger"
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University of North Texas
Society for Information Technology & Teacher Education International Conference 2007 (Mar 26, 2007) pp. 297–301
Much has been said about the impact (or lack thereof) of media on student achievement. This presentation examines the effect of media on student satisfaction rather than achievement. It also identifies elements in mediated learning that positively...
Society for Information Technology & Teacher Education International Conference 2007 (Mar 26, 2007) pp. 291–296
Research on physical and social presence has shown that increases in learner perceptions of each have a positive impact on their learning. However, instruments to measure presence in distributed learning environments tend to focus on items specific...
Society for Information Technology & Teacher Education International Conference 2007 (Mar 26, 2007) pp. 1221–1223
The Computer Gaming Inventory has been created to measure student's attitudes towards and habits with computer and video games. The inventory is based off the Pew's Internet and American Life Project qualitative survey in 2003 on computer game usage....
Essential Conditions for Technology-Supported, Student-Centered Learning: An Analysis of Student Experiences with Math Out Loud Using the ISTE Standards for Students
Journal of Research on Technology in Education Vol. 48, No. 4 (2016) pp. 258–273
This article explores links between student experiences with technology-rich mathematics instruction and the ISTE Standards for Students. Research methods applied constructivist grounded theory to analyze data from student interviews against the...
Conceptual Visibility and Virtual Dynamics in Technology-scaffolded Learning Environments for Conceptual Knowledge of Mathematics
Journal of Computers in Mathematics and Science Teaching Vol. 31, No. 3 (July 2012) pp. 283–310
This article adds to the growing body of research surrounding the use of virtual manipulatives for mathematics learning. The study reported herein used five different virtual manipulatives from four different websites, all within a sixth grade unit...
Solving Real World Problems with Alternate Reality Gaming: Student Experiences in the Global Village Playground Capstone Course Design
Interdisciplinary Journal of Problem-based Learning Vol. 9, No. 2 (October 2015)
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering complex problem solving, as...
Journal of Educational Technology Vol. 7, No. 1 (2010) pp. 40–51
The purpose of this paper is to discuss one instructional design that leverages problem-based learning and game structures as a means of developing innovative higher education courses for students as responsive, lived experiences. This paper reviews ...
Educational Game as Supplemental Learning Tool: Benefits, Challenges, and Tensions Arising from Use in an Elementary School Classroom
Journal of Interactive Learning Research Vol. 20, No. 4 (October 2009) pp. 487–505
This article examines the qualitative findings from a mixed-methods comparison study of the use of an online multi-user virtual environment called Anytown which supplemented face-to-face writing instruction in a fourth grade classroom to determine...
A MUVE towards PBL Writing: Effects of a Digital Learning Environment Designed to Improve Elementary Student Writing
Journal of Research on Technology in Education Vol. 41, No. 1 (2008) pp. 113–140
Two major obstacles to using problem-based learning methods with writing in elementary school classrooms are the time it takes to design the learning environment and the time required for students to interact at their own pace with ill-structured...
Computers & Education Vol. 58, No. 1 (January 2012) pp. 397–412
As higher education institutions seek to improve undergraduate education, initiatives are underway to target instructional methods, re-examine curricula, and apply innovative technologies to better engage students with content. This article...
A Look inside a MUVE Design Process: Blending Instructional Design and Game Principles to Target Writing Skills
Journal of Educational Computing Research Vol. 40, No. 3 (2009) pp. 295–321
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these...
Community College Journal of Research and Practice Vol. 42, No. 1 (2018) pp. 32–48
This quasiexperimental investigation describes the relative effects of a technology-driven course redesign on retention and achievement in a developmental writing program at a large, urban community college in the southwest United States. The new...