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

Mar 02, 2009


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

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Table of Contents

This conference has 8 award papers. Show award papers

Number of papers: 769

  1. A Case for Simulations

    Kevin Pyatt, Eastern Washington University, United States

    Evidence suggests that simulations in science labs meet or exceed learning gains of traditional, “hands-on” labs. Simulations can extend science investigation beyond the physical classroom. They... More

    pp. 1541-1544

  2. Using Instructional Gaming in the Classroom

    Michael Ruffini, Bloomsburg University of Pennsylvania, United States

    Instructional games are very important tools to use in the classroom to support learning. Instructional games present and review instructional content in a game format. In a classroom setting,... More

    pp. 1545-1551

  3. Avatars in Action: Developing a Pedagogy for Teaching in a Virtual World

    Robert Sanders & Shanna Melton, Appalachian State University, United States

    Anecdotal evidence has emerged from the use of Action Learning pedagogy in the AETZone Commons, a 3D virtual world, suggesting that a symbiotic relationship is developing between this pedagogy and ... More

    pp. 1552-1554

  4. How scientific inquiry emerges from game design

    Kimberly Sheridan, Kevin Clark Clark & Erin Peters, George Mason University, United States

    With 200 students in a Saturday and summer game design program, we focus on how scientific inquiry emerges from students designing game components using 3-D modeling and animation. We argue that... More

    pp. 1555-1563

  5. How to teach in Second Life?

    Bokjin Shin, Sumin Seo & Jihyun Hwang, Korea National University of Education, Korea (South)

    This purpose of this panel is to explore the possibility of the use of virtual reality such as Second Life by researchers from the US and Korea who are engaged in games and simulation for education... More

    pp. 1564-1567

  6. Simulation: Gaming and Beyond

    Pamela Speelman, David Gore & Scott Hyde, Eastern Michigan University, United States

    There are many common terms in use today that everyone knows; but when asked the definition of the term, can greatly fluctuate among individuals. Most of the time, this difference in meaning is... More

    pp. 1568-1573

  7. Narrative Centered Game-Based Learning: Creativity, Engagement, and Writing Achievement

    Hiller Spires, Lisa Hervey & Tanya Watson, Friday Institute for Educational Innovation, North Carolina State University, United States

    Abstract: The Narrative Theater project seeks to contribute to the empirical research for game-based learning by testing the effects of the Narrative Theater on student creativity and writing... More

    pp. 1574-1578

  8. Exploring Educational Experiences in Virtual Reality Worlds: A Review of Basic Terms, Literature, and Experiences

    Maria Earman Stetter, Roosevelt University, United States

    This poster explores the trends in virtual reality world games, most notably Second Life in an attempt to discover what has been accomplished and promote thought on what needs future examination.... More

    pp. 1579-1581

  9. Unpredicted Educational Uses of Video Games

    Aaron Trevino & Carol Redfield, St. Mary's University, United States

    Many computer games have recently been examined for educational benefits. The work presented here looks at popular video games that are not characterized as educational and suggests possible... More

    pp. 1582-1586

  10. Chalk House: Teacher and Student Usability Results

    Greg Jones & Scott Warren, University of North Texas, United States

    Chalk House is an online computer-based 3D environment in which game play and engaging narrative are used to improve student literacy skills, namely reading and writing, are the key focus of... More

    pp. 1587-1589

  11. Globaloria Pilot Year One: New Directions for 21st Century Teacher Professional Development

    Pamela Whitehouse, West Virginia University, United States; Rebecca Reynolds, Syracuse University, United States; Idit Caperton, World Wide Workshop, United States

    This report focuses on the modes of professional development provided for educator participants in the Globaloria-West Virginia project Pilot Year-1 (PY-1). As we have become immersed in Project... More

    pp. 1590-1597

  12. Cognitive Processing within Narrative-Centered Learning Environments

    Robert Wright & Debbie Blackwell, University of North Texas, United States

    This paper examines how narrative-centered learning environments are establishing themselves as affordable and effective alternatives to traditional text-based delivery models, static computer... More

    pp. 1598-1602

  13. Basic Learning of the Programming with "SUDOKU"

    Michiyoshi Yamagami, Hyogo Prefectural KOBE KOHOKU High School, Japan

    The SUDOKU is one of the most popular puzzles in the world. The chief popular reason is the simplicity of the rule. On the other hand, almost all PCs have the spreadsheet software with the... More

    pp. 1603-1610

  14. Using an Educational Computer Game as a Motivational Tool for Supplemental Instruction Delivery for Novice Programmers in Learning Computer Programming

    Kuo-Chuan Yeh, Penn State University, United States

    This study uses an educational computer game and investigates its effect on students’ motivation toward computer programming. Twenty undergraduate students who enrolled in a basic computer... More

    pp. 1611-1616

  15. Do Educators Need a Second Life? Exploring possibilities for technology-based distance learning in higher education

    Anita Zijdemans-Boudreau, Pacific University, United States; Scot Headley & Robin Ashford, George Fox University, United States

    This paper reports outcomes of our first Action Research study involving implementing Second Life [SL] in a graduate distance course on exploring community online. Participant blog entries and... More

    pp. 1617-1622

  16. Cyberactivity Among At-Risk Youth: A Comparative Analysis

    Ilene Berson & Michael Berson, University of South Florida, United States

    Mounting research evidence suggests that online victims of predation tend to be youth with troubles offline, such as poor relationships with parents, loneliness, and depression. In this... More

    pp. 1623-1626

  17. What can we learn from the information literacy levels of incoming teacher education majors?

    Vanessa Earp, Kent State University, United States

    Information literacy has increased in importance over the last decade as the amount of information has grown exponentially. Studies have found that students are not equipped with the skills needed... More

    pp. 1627-1632

  18. Gender and Level of Education as Determinants of Cataloguers’ Computer Information Processing Skills

    Beatrice Ayodeji Fabunmi, University of Ibadan, Ibadan, Nigeria, Nigeria

    Cataloguing operations are being computerized all over the world. Most cataloguers are not able to use this technology effectively. Previous studies had identified gender and level of education as ... More

    pp. 1633-1638

  19. New Avenues for Integrating Information Literacy into the Curriculum

    Abigail Hawkins Gonzales, Paula McMillen & Jennifer Fabbi, University of Nevada, Las Vegas, United States

    A generally understood mission of library instruction programs is to promote information literacy (IL) and critical thinking across the curriculum. The majority of programmatic IL collaborations... More

    pp. 1639-1644

  20. Information Literacy from a Distance: Academic Librarian Outreach to Teacher Education Students in Distance Learning Programs

    Brenna Helmstutler, Georgia State University Library, United States

    While having convenient, instant access to electronic library resources enhances research in academia, a level of self-direction is required which creates a need for librarian outreach. As more ... More

    pp. 1645-1648