Search results for author:"Julie McLeod"
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Computers in the Schools Vol. 25, No. 3 (October 2008) pp. 259–274
In this article, the authors describe Web 2.0 as tools that have increased the urgency for students' and teachers' critical literacy skills and have also participated in the implementation of critical literacy. The authors define and position both...
Computers & Education Vol. 54, No. 2 (February 2010) pp. 517–527
This paper is the first of its series that studies the power children have in game-play and examines its implications for teaching and learning. As a start, the paper describes a framework of power based on a synthesis of various types of power...
Society for Information Technology & Teacher Education International Conference 2007 (Mar 26, 2007) pp. 128–132
This study explores the perspective of students, teachers and parents to evaluate the use of digital portfolios as an additional way to capture and enhance the learning of elementary students in a public school setting and as an opportunity to...
Digitally curious: A qualitative case study of students' demonstrations of curiosity in a technology-rich learning environment
(2011) pp. 1–192
Curiosity is an important construct for educators as it is connected with knowledge and higher-order thinking, goal-oriented behavior, motivation, and persistence. It is also negatively correlated with boredom and anxiety. While research documents...
Reading Teacher Vol. 64, No. 7 (April 2011) pp. 486–497
The struggling second and third graders in this mixed methods study increased their reading comprehension after a 10-week Readers Theatre podcasting project. Podcasting made the students aware of a wider audience, which enhanced the authenticity and ...
Conceptual Visibility and Virtual Dynamics in Technology-scaffolded Learning Environments for Conceptual Knowledge of Mathematics
Journal of Computers in Mathematics and Science Teaching Vol. 31, No. 3 (July 2012) pp. 283–310
This article adds to the growing body of research surrounding the use of virtual manipulatives for mathematics learning. The study reported herein used five different virtual manipulatives from four different websites, all within a sixth grade unit...
Solving Real World Problems with Alternate Reality Gaming: Student Experiences in the Global Village Playground Capstone Course Design
Interdisciplinary Journal of Problem-based Learning Vol. 9, No. 2 (October 2015)
The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated and authentic learning experience for students aimed at fostering complex problem solving, as...
Essential Conditions for Technology-Supported, Student-Centered Learning: An Analysis of Student Experiences with Math Out Loud Using the ISTE Standards for Students
Journal of Research on Technology in Education Vol. 48, No. 4 (2016) pp. 258–273
This article explores links between student experiences with technology-rich mathematics instruction and the ISTE Standards for Students. Research methods applied constructivist grounded theory to analyze data from student interviews against the...
Computers & Education Vol. 58, No. 1 (January 2012) pp. 397–412
As higher education institutions seek to improve undergraduate education, initiatives are underway to target instructional methods, re-examine curricula, and apply innovative technologies to better engage students with content. This article...
Society for Information Technology & Teacher Education International Conference 2001 (2001) pp. 2066–2071
This paper discusses the ongoing process of infusing technology into an English language arts teacher preparation program and includes an update of a longitudinal case study of a cohort of undergraduate students' development as teachers, learners,...