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Society for Information Technology & Teacher Education International Conference

Mar 21, 2016

Editors

Gregory Chamblee; Lee Langub

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File: Table of Contents

File: Cover & Title Pages

Table of Contents

11
This conference has 11 award papers. Show award papers

Number of papers: 556

  1. Using Simulation Based Learning to Enhance Preservice Teachers’ Understanding of the Educational Needs of Diverse Learners

    David Collum, Melanie Bishop & Timothy Delicath, Missouri Baptist University, United States

    This sequential mixed-method study focused on the use of the Simulation Based Learning (SBL) tool, simSchool, as a supplement to coursework and field experiences, to explore the impact on... More

    pp. 547-553

  2. What Features We Like When We Like Educational Games

    Spencer P. Greenhalgh, Matthew J. Koehler & Liz Owens Boltz, Michigan State University, United States

    We examine the effect of three kinds of game features—mechanics, themes, and genres—on player enjoyment of educational games. Although games are often thought to be more enjoyable than other... More

    pp. 554-561

  3. Games as a Unifying Influence in Education: Faculty and Student Perspectives of Game-based Learning

    Danielle Herro, Clemson University, United States; Elizabeth King, University of Wisconsin-Whitewater, United States; Lorraine Jacques & Bernadette Wersinger, Clemson University, United States

    This panel joins faculty, undergraduate, and graduate students from two schools of education with a common interest in game-based learning. Together they detail how games served as a unifying... More

    pp. 562-566

  4. Here We Are, Now Entertain Us! A Comparison of Educational and Non-Educational Board Games

    Matthew J. Koehler, Spencer P. Greenhalgh & Liz Owens Boltz, Michigan State University, United States

    One key promise of educational games is that they can tap into learning in a way that is fun and motivating to learners. In this paper, we explore the reality of these claims by examining existing ... More

    pp. 567-572

  5. Benefits of Teaching with Games: Pre-service Teachers’ Perceptions

    Ummugulsum Korkmaz, Eskisehir Osmangazi University, Turkey; Zeynep Yurtseven Avci, Eskisehir Osmangazi University & Boston College, Turkey

    The present study investigates the pre-service teachers’ perceptions about teaching with games. Quantitative method was applied. The sample of the study is 272 pre-service teachers from Middle... More

    pp. 573-578

  6. Do you say that we can use digital games to fight bullies?

    Qing Li & Arkhadi Pustaka, Towson University, United States

    The educational potential of digital games (hereafter games) has increasingly grabbed people’s attention. However, limited attention has been given to the use of games for other important purposes ... More

    pp. 579-583

  7. Study the Effect of Goal Setting Scaffolding Tool for Problem Solving--In a problem based learning game environment

    Sa Liu, Wenting Zou & Min Liu, Learning Technologies, College of Education, University of Texas at Austin, United States

    This study proposes to investigate the effects of a goal-setting tool for metacognitive scaffolding during the problem-solving process in a Problem-Based Learning Serious Game environment. The... More

    pp. 584-587

  8. Bald Eagle Adventure: A Game-Based Approach to Promoting Learning through Science Inquiry

    Yiping Lou & Jessica Hooper, University of South Florida, United States; Pamela Blanchard, Louisiana State University, United States

    The Bald Eagle Adventure is a scenario-based science inquiry game developed based on a 5E instructional model (Bybee, R. W. (2014). The game actively engages students to explore, explain, elaborate... More

    pp. 588-593

  9. Scenario-Based Digital Games for Science Inquiry Learning and Assessment

    Yiping Lou, Ora Tanner, Lucille Moon-Michel, Jessica Hooper, Jennifer Hart & Adonis Amparo, University of South Florida, United States; Pamela Blanchard, Louisiana State University, United States; Margaurete Romero & Luanna Prevost, University of South Florida, United States

    As part of a three year math and science partnership (MSP) grant, University of South Florida is collaborating with science teachers in three districts to develop a serious of innovative scenario... More

    pp. 594-596

  10. Scenario-Based Digital Games for Science Inquiry Learning and Assessment

    Yiping Lou, Ora Tanner, Lucille Moon-Michel, Jessica Hooper, Jennifer Hart & Adonis Amparo, University of South Florida, United States; Pamela Blanchard, Louisiana State University, United States; Margaurete Romero & Luanna Prevost, University of South Florida, United States

    As part of a three year math and science partnership (MSP) grant, University of South Florida is collaborating with science teachers in three districts to develop a serious of innovative scenario... More

    pp. 597-598

  11. Saudi ELLs’ Digital Gameplay Habits and Effects on SLA: A Case Study

    Sandra Rogers & Burke Johnson, University of South Alabama, United States

    We conducted a single instrumental case study to understand the digital gaming usage of the dominant culture of English language learners (ELLs) at a university English language program. The... More

    pp. 599-604

  12. Investigating the Parents Thoughts about the Effects of Digital Games on Children

    Mehmet Saglam, Inonu University, Turkey; Halil Kayaduman & Omer Delialioglu, METU, Turkey

    This explorative study was conducted to investigate parents’ thoughts and attitudes toward children playing digital games. The qualitative study was carried out with individual interviews on 12... More

    pp. 605-610

  13. The Design and Use of Educational Games in 3D Virtual Worlds

    Irfan Simsek & Tuncer CAN, Istanbul University, Turkey

    3D Virtual Worlds have gained popularity in the resent years. The use of 3D VLEs has also extended the variation in the distance and online education. Another concept that sweeps the current... More

    pp. 611-617

  14. Creating a Context for Visual Data in Science Learning Using Digital Games

    Ora Tanner & Yiping Lou, University of South Florida, United States

    Visual representations are critical to the teaching and learning of science concepts and the construction of student understanding. Surf’s Up Science is a digital science inquiry game using visual ... More

    pp. 618-623

  15. Serious Games Classroom Implementation: Teacher Perspectives and Student Learning Outcomes

    Monica Trevathan, Tietronix Software, Inc., United States; Michelle Peters, Jana Willis & Linda Sansing, University of Houston-Clear Lake, United States

    The purpose of this mixed methods study was to explore teacher perceptions and student learning outcomes during implementation of a serious game (SG) that combined the interactive nature of gaming,... More

    pp. 624-631

  16. Multi-user Virtual Environments (MUVEs) in Online Professional Development for Teachers: A Survey Study of EcoMUVE

    Adia Wallace, Harvard Graduate School of Education, United States; Selen Turkay, Harvard Initiative for Learning and Teaching, United States; Meredith Thompson, Project Zero at Harvard Graduate School of Education, United States

    Today's teachers have many options in what types of technology to use in their classrooms. What they decide to use not only depends on the function of the technology, but also its implementation.... More

    pp. 632-637

  17. Faculty Productivity in the 21st Century: Using Social Media and Network Analysis to Generate and Illustrate Impact

    Abbie Brown, East Carolina University, United States; John Cowan, Northern Illinois University, United States; Tim Green, California State University, Fullerton, United States

    The authors engaged in a multi-year study on post-secondary faculty use of social media and the reporting and assessment of academic productivity. The presentation includes a review of the current ... More

    pp. 638-649

  18. PowerUp: A Technology Enhanced Faculty Development Cohort

    Kristen Carlson & Melissa Hanzsek-Brill, St. Cloud State University, United States

    During the 2014-2015 academic year, higher education faculty members from the Information Media department were awarded a technology improvement grant through the Teacher Preparation Initiative ... More

    pp. 650-656

  19. Desired and Experienced Levels of Connectivity to Various Components of an Asynchronous, Online, Distance Degree Program

    Kari Chiasson, Patti Mahar, Katherine Terras, Mary Baker & Shawnda Schroeder, University of North Dakota, United States

    Graduate students enrolled in the Masters of Science Special Education distance degree program at a Midwest university were surveyed on both desired and experienced connectivity to their program,... More

    pp. 657-663

  20. The Potential of Web 2.0 Technologies for Professional Development

    Fevzi Inan Dönmez, Hatice Ferhan Odabasi & Isil Kabakci Yurdakul, Anadolu University, Turkey

    Although the term has been widely used, it can be said that there is no consensus on the meaning of Web 2.0 since it appeared Nevertheless, Web 2.0 technologies can be used many different ways;... More

    pp. 664-667