NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 6 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Chmiel, Marjee – Cultural Studies of Science Education, 2012
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…
Descriptors: Educational Games, Play, Video Games, Educational Research
Peer reviewed Peer reviewed
Direct linkDirect link
Gaydos, Matthew J.; Squire, Kurt D. – Cultural Studies of Science Education, 2012
Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called "Citizen…
Descriptors: Science and Society, STEM Education, Predictor Variables, Use Studies
Peer reviewed Peer reviewed
Direct linkDirect link
Zipp, Genevieve Pinto; Maher, Cathy – Journal of College Teaching & Learning, 2010
One learning strategy that, at present, has not been widely used in graduate Physical Therapy education is "video based cases". The use of visually unfolding case-base experience provides students a unique opportunity to experience real patient scenarios in their classroom environment. The purpose of this paper is to provide data on student…
Descriptors: Learning Strategies, Critical Thinking, Classroom Environment, Physical Therapy
Peer reviewed Peer reviewed
Direct linkDirect link
Oshima, Jun; Oshima, Ritsuko; Murayama, Isao; Inagaki, Shigenori; Takenaka, Makiko; Yamamoto, Tomokazu; Yamaguchi, Etsuji; Nakayama, Hayashi – International Journal of Computer-Supported Collaborative Learning, 2006
The purpose of this study is to refine Japanese elementary science activity structures by using a CSCL approach to transform the classroom into a knowledge-building community. We report design studies on two science lessons in two consecutive years and describe the progressive refinement of the activity structures. Through comparisons of student…
Descriptors: Elementary School Science, Science Instruction, Science Activities, Classroom Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Armstrong, Helen L. – Journal of Information Technology Education, 2009
Lack of accessibility in the design of e-learning courses continues to hinder students with vision impairment. E-learning materials are predominantly vision-centric, incorporating images, animation, and interactive media, and as a result students with acute vision impairment do not have equal opportunity to gain tertiary qualifications or skills…
Descriptors: Industry, Distance Education, Pilot Projects, Educational Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Baskin, Colin; Anderson, Neil – Australian Educational Computing, 2003
This paper begins with three very "public" examples of how education providers across Australia are attempting to assimilate new teaching and learning technologies into existing teaching and learning structures. The transition, as predicted, is not altogether smooth. The dual concepts of the online classrooms as a "self-actualising…
Descriptors: Electronic Learning, Foreign Countries, Discourse Analysis, Figurative Language