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Smith, Dennie; McLaughlin, Tim; Brown, Irving – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2012
This study explored computer animation vignettes as a replacement for live-action video scenarios of classroom behavior situations previously used as an instructional resource in teacher education courses in classroom management strategies. The focus of the research was to determine if the embedded behavioral information perceived in a live-action…
Descriptors: Classroom Techniques, Preservice Teacher Education, Preservice Teachers, Education Courses
Stoerger, Sharon M. – ProQuest LLC, 2010
The purpose of this dissertation is to examine teaching and learning in virtual worlds such as "Second Life" (SL). This research is designed to address the following questions: What are the pedagogical practices in virtual worlds? What are the strengths and weaknesses of these practices? How do these practices change at different course levels?…
Descriptors: Evidence, Constructivism (Learning), Education Courses, Distance Education
Burton, Erin Peters; Frazier, Wendy; Annetta, Leonard; Lamb, Richard; Cheng, Rebecca; Chmiel, Margaret – Journal of Technology and Teacher Education, 2011
Cell phones are ever-present in daily life, yet vastly underused in the formal science classroom. The purpose of this study was to implement a novel learning tool on cell phones, Augmented Reality Games, and determine how the interaction influenced preservice teachers' content knowledge and self-efficacy of cell phone use in schools. Results show…
Descriptors: Preservice Teachers, Self Efficacy, Science Teachers, Pedagogical Content Knowledge
Teoh, Jase – Journal of Educational Technology Systems, 2012
An in-depth qualitative study with nine secondary pre-service teachers from an undergraduate "Language and Literacy" class was conducted to examine the potential of simulation using Second Life (SL) in teacher education. Games and simulations were operationally defined in the broadest sense to distinguish key characteristics between…
Descriptors: Computer Uses in Education, Computer Simulation, Simulated Environment, Role Playing
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
Moallem, Mahnaz – Journal of Research on Technology in Education, 2008
The purpose of this paper is to report the results of a comparative and descriptive study that examined the relationship and effects of incorporating students' learning styles in the design of instruction and the outcome of students' learning, including their attitude and satisfaction. The paper will first explain how the literature on learning…
Descriptors: Education Courses, Student Attitudes, Units of Study, Cognitive Style
Woo, Huay Lit; Wang, Qiyun – New Horizons in Education, 2005
Background: Many of the agent-based products available to education today have been largely confined to games and instructional media that are often produced commercially by non-instructional professionals. Most of them lack customizability and are difficult to integrate into individual subject curriculum. With more agent authoring tools available…
Descriptors: Instructional Design, Education Courses, Formative Evaluation, Measures (Individuals)