Search results for author:"Dennis Charsky"
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Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 3472–3474
In response to school-needs and state-requirements, the University of Northern Colorado's PT3 grant redesigned the two one-credit requisite educational technology courses for the undergraduate teacher preparation programs. The first course redesign...
Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 3469–3471
This study describes the results of an Attitude Toward Computer Use Survey (ATCUS). More than 1,000 pre-service teachers completed the survey as part of the University of Northern Colorado's Preparing for Tomorrow's Teacher to Use Technology (PT3)...
From Oregon Trail to Peacemaker: Providing a Framework for Effective Integration of Video Games into the Social Studies Classroom
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1853–1860
Many have argued the value of using video games in the K-12 classroom, particularly within the discipline of social studies. However, to date there have been little empirical evidence to support these claims. This presentation outlines a framework...
An Overview of Technology Integration Experiences among Faculty Fellows at the University of Northern Colorado
Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 3240–3242
The Preparing Tomorrow's Teachers to Use Technology (PT3) project team at the University of Northern Colorado (UNC) has worked with 42 faculty fellows over the past three years in order to help them model technology integration in their classrooms....
World Conference on Educational Media and Technology 2012 (Jun 26, 2012) pp. 30–34
Abstract The design of serious games is having a enormous impact on the employee training (Aldrich, 2005) as well as on the education of future instructional designers (Charsky, 2010b). The presentation will detail the results of a study that...
“Games are made for fun”: Lessons on the effects of concept maps in the classroom use of computer games
Computers & Education Vol. 56, No. 3 (April 2011) pp. 604–615
Does using a computer game improve students’ motivation to learn classroom material? The current study examined students’ motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study...
TechTrends: Linking Research and Practice to Improve Learning Vol. 52, No. 5 (September 2008) pp. 38–44
Games have a long history of being used for instructional purposes. Games can be defined as playful activities, with or without a computer, that have some essential characteristics. Game characteristics can include competition and goals, game rules, ...
TechTrends: Linking Research and Practice to Improve Learning Vol. 53, No. 6 (November 2009) pp. 42–48
Human Communication in Organizations (HCO) is an introductory college course at Ithaca College, typically taken in the freshman year, in which students from a wide variety of majors examine the basic concepts, issues, and uses of organizational...
Evaluation of the effectiveness of integrating concept maps and computer games to teach historical understanding
Evaluation of the effectiveness of integrating concept maps and computer games to teach historical@understanding (2004) pp. 1–234
The purpose of this study was to determine if one type of scaffolding, concept mapping, would effect the participants' games performance (measured by game score), game knowledge, and historical understanding. Three different ninth grade advanced...