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SITE 2009--Society for Information Technology & Teacher Education International Conference

Mar 02, 2009

Editors

Ian Gibson; Roberta Weber; Karen McFerrin; Roger Carlsen; Dee Anna Willis

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Table of Contents

8
This conference has 8 award papers. Show award papers

Number of papers: 769

  1. Educator Development Through Games and Sims

    Brian Ferry & Lisa Kervin, University of Wollongong, Australia; David Gibson, Executive Director, The Global Challenge, United States; Rhonda Christensen, University of North Texas, United States; Dong Uk Cheong, Korea National University of Education, Korea (South)

    This panel presents an opportunity for the audience to hear of three different approaches to educator development through games and simulations. The three projects took different approaches to... More

    pp. 1436-1438

  2. Disciplinary Knowledge Construction while Playing a Simulation Strategy Game

    Aroutis Foster & Punya Mishra, Michigan State University, United States

    Game-based learning has proliferated as a result of the claims people make about games and learning. Using a mixed-methods methodology, this study assesses the motivational valuing of the... More

    pp. 1439-1444

  3. STEM Learning in Middle School with Games and Simulations

    Teresa Franklin, Ohio University, United States; Shelby Morge, Sridhar Narayan & Gene Tagliarini, University of North Carolina Wilmington, United States; Gerald Knezek, Rhonda Christensen & Tandra Tyler-Wood, University of North Texas, United States; Chang Liu & David Chelberg, Ohio University, United States

    STEM education is a major focus of recent legislation and funding in Congress as the number of scientists and mathematicians, engineers and technologists are sadly lacking to support innovation and... More

    pp. 1445-1449

  4. Assessment of Learning with Games and Simulations

    David Gibson, Global Challenge & University of Vermont, United States; Donguk Cheong, Korea National University of Education, Korea (South); David Stuit, Arroyo Research Services, United States; Leonard Annetta, North Carolina State University, United States; Penny Nolte, Vermont Institutes Evaluation Center, United States

    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... More

    pp. 1450-1455

  5. Participatory Media in Informal Learning

    David Gibson, Global Challenge & University of Vermont, United States; Suzanne Reynolds-Alpert, ITEST Learning Resource Center, EDC, United States; Aaron Doering, University of Minnesota, United States; Michael Searson, Kean University, United States

    This panel presented a range of perspectives, examples and opinions about the role of participatory media in informal learning, including the prospects and challenges of bridging formal and... More

    pp. 1456-1461

  6. Effects of the Dimension-M 3D Video Gaming Experience on Middle School Student Achievement and Attitude in Mathematics

    Lucas Gillispie, Florence Martin & Michele Parker, University of North Carolina Wilmington, United States

    Today's student has unprecedented access to media, information, and even global interaction that was unheard of only a few years ago. With all of the various media our students are exposed to daily... More

    pp. 1462-1469

  7. A Discussion of Open Source Gaming Platforms for Education

    Jonathan Gratch, University of North Texas, United States; Janet Kelly, Texas Christian University, United States

    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... More

    pp. 1470-1473

  8. Experiential Learning in Virtual Worlds: Second Life in Art Education and Art History

    Monica Hahn, Community College of Philadelphia, United States

    I have been using Second Life to teach art history at the Community College of Philadelphia since 2007. I have taken my students on a number of SL field trips from our classroom, and I have lead... More

    pp. 1474-1475

  9. Evaluating Student Interaction in Goal-Based Scenarios Simulation

    Chung-Yuan Hsu & David Moore, Ohio University, United States

    Numerous studies have pointed out that students, as well as teachers, express frustration about difficulties encountered when learning or teaching statistics. Although computer simulations may... More

    pp. 1476-1479

  10. Primtionary - Bringing virtual and real world communities together through a virtual world game.

    Ann Jeffery, University of Loughborough, United Kingdom; Emily East, Primtionary, United Kingdom; James Dearnley, Loughborough University, United Kingdom; Rob Robertson, Corporate learning architecture consultant, United States; Salli DeBartolo, Brevard Community College, United States

    Social networking or social media are mentioned widely as more inclusive ways to create and contribute to communities. One of the key aspects of any community, whether learning, business or social,... More

    pp. 1480-1486

  11. Technology Integration and Teacher Training: Preparing Pre-service and In-service Teachers to Meet the 21st Century Needs of P-12 Students

    Elaine Lawrence, SUNY Oneonta, United States

    Abstract: Professional and personal lives are being transformed by technology. Educators can utilize technology tools as a means to blend real-world relevance with content-specific subject matter. ... More

    pp. 1487-1491

  12. Strategies for using simulations as a vehicle to manage cognitive load

    Les Lunce, Indiana State University, United States; Debra Runshe, Indiana University Purdue University Indianapolis, United States; E-Ling Hsiao & Xiaoxia Huang, Indiana State University, United States

    Instructional simulations situate the learner in a psychological reality established within the simulation and engage the learner in guided learning-by-doing activities. Further, simulations have... More

    pp. 1492-1495

  13. The Impact of a Combination of Vicarious and Personal Experiences on Teachers’ Technology Beliefs

    Yuxin Ma, Doug Williams, Mary Jane Ford & Louise Prejean, University of Louisiana at Lafayette, United States

    A teacher education program in a southern research/teaching university created a model pedagogical laboratory that focuses on technology integration. The pedagogical laboratory has been offering... More

    pp. 1496-1501

  14. Pre-service Teachers’ Perceptions of Web-based Interactive Media: Three Different Tools One Learning Goal

    Alejandra Magana de Leon, Network for Computational Nanotechnology and School of Engineering Education Purdue University, United States; Sean Brophy, School of Engineering Education Purdue University, United States; Timothy Newby, College of Education Purdue University, United States

    Web-based interactive media offers, new possibilities to teach and learn. These new possibilities place a greater emphasis on technology integration for in-service and pre-service teachers. In... More

    pp. 1502-1509

  15. A Study of the efficacy of an Augmented Reality curriculum

    Patrick O'Shea, Chris Dede & Rebecca Mitchell, Graduate School of Education, Harvard University, United States

    This session will describe the results of an examination of an Augmented Reality (AR) curriculum. In AR curricula, the physical environment is overlaid with a layer of virtual elements and... More

    pp. 1510-1514

  16. Virtual Reality and Simulations in Adult and Career Education

    Kenneth Ott, Valdosta State University, United States

    Technology has provided opportunities to integrate new forms of media in adult and career education. Virtual Reality (VR) and simulations have been in existence for several years, recent... More

    pp. 1515-1517

  17. What do Secondary Teacher Education Students Think about Second Life?

    Betul Ozkan & Denise De Vito, University of Arizona South, United States

    Second Life (SL) is an immersive virtual world with 3D features. In this game-like environment, users (avatars) interact with each other using SL’s highly developed social networking features. This... More

    pp. 1518-1523

  18. Game-Based Learning: Where Is Its Empirical Support?

    Cheng-Chang Pan, University of Texas at Brownsville, United States

    Taking advantage of the glow of video games, (digital) game-based learning (GBL), a new genre of learning, has received acceptance and encouraged researchers and practitioners to take a closer look... More

    pp. 1524-1526

  19. The effect of learner and game variables on social problem-solving in simulation game

    Hyungsung Park, Youngkyun Baek & Jihyun Hwang, Korea National University of Education, Korea (South)

    Simulation games with various characteristics are of good learning environment, which learners exhibit higher-order thinking, creativity, self-directed learning, and other abilities related to... More

    pp. 1527-1533

  20. Itching to Engage Pre-Service Teachers and Students in Activities That Will Help Them to Learn Math? – Try Scratch!

    Tim Pelton & Leslee Francis Pelton, University of Victoria, Canada

    As mathematics teacher educators one of our primary goals is to help our pre-service teachers to grasp the vision that kids need to develop an understanding and appreciation of mathematics beyond... More

    pp. 1534-1540