Search results for author:"Ricardo Rosas"
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Society for Information Technology & Teacher Education International Conference 2005 (2005) pp. 2033–2038
Face-to-face Computer Supported Collaborative Learning is used to update teachers knowledge through short courses of math, biology and physics. Pocket PCs wirelessly interconnected through WiFi were used. When we compare the results of twelve...
Computers & Education Vol. 36, No. 1 (2001) pp. 15–32
The aim of this work is to develop a tool for teachers, without necessarily software development experience, to elaborate tutoring applications on a given domain. The teacher makes use of stored knowledge to choose the required contents so that the...
Methodology for evaluating a novel education technology: a case study of handheld video games in Chile
Computers & Education Vol. 46, No. 2 (February 2006) pp. 174–191
Many school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a...
EdMedia: World Conference on Educational Media and Technology 2001 (2001) pp. 1567–1572
Shown to be aseptic or "slow" in the adoption of new technologies. Personal Digital Assistant are low cost technology that permit individual use. Learning can be produced in a natural context (not in a computer room) using a specific language, video-...
Computers & Education Vol. 28, No. 4 (1997) pp. 229–235
A model for computer assisted mediation and its application to the field of special education for blind children is presented. The model consists of five elements: the domain model, the student model, the pedagogical model, and the dynamic and...
Beyond Nintendo: design and assessment of educational video games for first and second grade students
Ricardo Rosas; Miguel Nussbaum; Patricio Cumsille; Vladimir Marianov; Mónica Correa; Patricia Flores; Valeska Grau; Francisca Lagos; Ximena López; Verónica López; Patricio Rodriguez; Marcela Salinas
Computers & Education Vol. 40, No. 1 (2003) pp. 71–94
The main objective of this study was to evaluate the effects of the introduction of educational videogames into the classroom, on learning, motivation, and classroom dynamics. These effects were studied using a sample of 1274 students from...