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Society for Information Technology & Teacher Education International Conference

Mar 26, 2018


Elizabeth Langran; Jered Borup

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Table of Contents

This conference has 4 award papers. Show award papers

Number of papers: 392

  1. Digital Citizenship in a Global Context: The Relationships between Young People and the Digital World, the Actions they take and the Issues Associated with those Actions

    Manon LeBlanc, Caitlin Furlong, Michel T. Leger & Viktor Freiman, Universite de Moncton, Canada

    More than ever, students are exposed to a changing, global and interconnected world, caused by the explosion of information and communication technologies around us. But living in such a world has ... More

    pp. 363-371

  2. Impact of After-School Learning Programs on High School Girls’ Confidence and Interest in Computing

    Swati Mehta, Jonathan Good, Phil Sands, Aman Yadav & Sarah Gretter, Michigan State University, United States; Janice Levenhagen-Seeley, ChickTech, United States

    Despite increasing numbers of jobs and degrees, and the growth in interest in science, technology, engineering and math (STEM), the gender gap in these disciplines has not markedly improved. This... More

    pp. 372-378

  3. Implementing Culturally Responsive Pedagogy in Teacher Training Distance Programs in the Pacific Islands

    Minara Mordecai, University of Hawai'i, United States

    Distance delivery models for teacher training have become essential in geographically-remote areas, such as the Pacific Islands. Yet taking into account the unique cultural traditions of these... More

    pp. 379-382

  4. Can Mobile Games be Used to Teach for Social Justice?

    Xinyue Ren, Ohio University, United States

    The paper will investigate the potential of using mobile games to teach for social justice and whether digital games with high-quality graphics and simulation will produce a better learning... More

    pp. 383-387

  5. Going from Crawling to Run in Prison Online Education

    Donald Tharp & Beth Bilek-Golias, Ashland University, United States

    Abstract: Providing incarcerated (Corrections) students with online college opportunities is changing the way students, family, and correctional system view education as a game changer. This paper ... More

    pp. 388-393

  6. A-synchronous Online Communication with Cultural Professionals for Culturally Inclusive Instructions

    Jiyoon Yoon, University of Texas Arlington, United States

    The Asynchronous Online Communication with Cultural Professionals, an innovative online instructional model, is designed for teacher candidates of Culturally and Linguistically Diverse (CLD)... More

    pp. 394-399

  7. Graduate Students’ Perceptions Toward Educational Gamification in Online Learning Environments

    Sumayah Abu-Dawood & Tandra Tyler-Wood, University of North Texas, United States

    This poster illustrates results from an ongoing study to investigate students' attitudes toward the pleasurability of educational gamification in online learning environments. Using the Pleasurable... More

    pp. 400-405

  8. Playful Assessment for Evaluating Teachers’ Competencies for Technology Integration

    Beomkyu Choi, Grand Valley State University, United States

    With a variety of learning technologies entering the classroom, teachers increasingly need to wisely integrate technology into their instruction technology integration cognition should be thought... More

    pp. 406-410

  9. The Digital Propensity of Today’s Students and the Role of Video Game Play on Online Learning Activities and Learning Preferences

    Boaventura DaCosta, Solers Research Group, United States; Soonhwa Seok, Korea University, Korea (South)

    Many assertions have been made about the digital propensity of youth, leading to the belief that today’s students hold learning preferences never before seen. While information and communications... More

    pp. 411-415

  10. Developing Science Identities through Games: An Analysis of Game Design Features that Support Identity Exploration

    Aroutis Foster, Amanda Barany, Mamta Shah, Tamara Galoyan, Healthy Moeung, Sally Im, DonEl Brown & Micah Watanabe, Drexel University School of Education, United States

    This paper presents an in-depth examination of three exemplary virtual environments for science learning (Land Science, River City, and EcoMUVE) to identify and conceptualize game features that... More

    pp. 416-425

  11. Education Applications of 3D Technology

    Aritra Ghosh, Victoria Brown & Shihong Huang, Florida Atlantic University, United States

    Online learning has become an integral part of higher education. Although it is an extension of distance learning, the medium requires new modes of presentation and interaction to ensure high... More

    pp. 426-436

  12. Understanding High School Students' STEM Identity, Game Play Motivations, and Game Preferences

    Kathleen Jeremiassen, Amy Orange, Jana Willis & Michelle Peters, University of Houston-Clear Lake, United States

    Abstract: The purpose of this mixed methods study was to explore differences in students’ STEM identities, game play motivations, and game preferences. The need to grow and support STEM education ... More

    pp. 437-445

  13. Effectiveness of educational video games in vocabulary acquisition: an experimental design

    José Martí-Parreño & Ernesto Méndez-Ibáñez, Universidad Europea de Valencia, Spain; Joaquín Aldás-Manzano, Universitat de València, Spain

    Academic literature assumes that educational video games are a powerful tool to motivate and to engage students in their learning process. Nevertheless extant literature delving into the... More

    pp. 446-450

  14. Personal, technological, and motivational factors influencing teachers´ attitude towards educational video games

    José Martí-Parreño, Universidad Europea de Valencia, Spain; María José Miquel-Romero, Universitat de València, Spain; Antonio A. Sánchez-Mena, Laureate International Universities, United States

    Academic literature acknowledges a wide variety of factors influencing teachers’ attitude towards educational video games. In this study, two personal factors (age and gender), two technological... More

    pp. 451-457

  15. Mediators of Learning in Game-Based Mathematics Apps

    Patricia Moyer-Packenham, Kristy Litster, Christina Lommatsch, Jill Ashby & Allison Roxburgh, Utah State University, United States

    This brief paper is a work-in-progress project. The purpose of the project is to investigate game-based mathematics apps and their relation to student learning outcomes. To understand the... More

    pp. 458-464

  16. The Role of Design Features in the Affordances of Digital Math Games

    Patricia Moyer-Packenham, Christina Lommatsch, Kristy Litster, M. Jill Ashby & Allison Roxburgh, Utah State University, United States

    This paper reports on a large clinical study with 193 children (Grades 3-6) who interacted with 12 digital math games during clinical interviews Children completed a pretest, interacted with the... More

    pp. 465-473

  17. Empathetic Play: Proposal of an Interactive Storytelling Game as an Intervention to Cyberbullying

    Matthew Nowatzke & Larysa Nadolny, Iowa State University, United States

    This paper describes the research and design of a prototype video game as an intervention for cyberbullying. The game focuses on empathy, which has been shown to have a positive effect on prosocial... More

    pp. 474-477

  18. QuaSim: The development of a virtual simulator for teaching topics in quantum cryptography

    Elliott Ostler, Abhishek Parakh & Mahadevan Subramaniam, University of Nebraska at Omaha, United States

    The manuscript provided here is a status summary of an ongoing National Science Foundation project, QuaSim. The project goal is to develop a virtual 3D instructional simulator for teaching... More

    pp. 478-485

  19. Promoting Teachers’ Identity Exploration: The Way Forward in Teacher Education for Game-Based Learning

    Mamta Shah & Aroutis Foster, Drexel University, United States

    This mixed-methods study reports preliminary findings from Games, Science, and Identity Change- a year-long professional development (PD) undertaken to develop pre-service teachers’ (a) knowledge... More

    pp. 486-494

  20. Back to the Gaming Board: Understanding Games and Education through Board Game Reviews

    Bret Staudt Willet, Sukanya Moudgalya, Liz Boltz, Spencer Greenhalgh & Matthew Koehler, Michigan State University, United States

    Recent academic research into the use of games for educational purposes has focused almost exclusively on video games. In this study, we explore player perceptions of board games with regards to... More

    pp. 495-503