Search results for author:"Ronald Soetaert"
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Computers & Education Vol. 67, No. 1 (September 2013) pp. 21–35
The adoption and the effectiveness of game-based learning depend largely on the acceptance by classroom teachers, as they can be considered the true change agents of the schools. Therefore, we need to understand teachers' perceptions and beliefs...
Computers & Education Vol. 57, No. 1 (August 2011) pp. 1434–1444
In research about digital game-based learning, the likely negative perceptions of parents are often enlisted as a barrier toward the adoption of games in classroom settings. Teachers, students and policy makers appear to be influenced by what...
Computers & Education Vol. 54, No. 4 (May 2010) pp. 1145–1156
Video games are often regarded as promising teaching and learning tools for the 21st century. One of the main arguments is that video games are appealing to contemporary students. However, there are indications that video game acceptance cannot be...
Journal of Curriculum Studies Vol. 42, No. 4 (2010) pp. 519–538
This study discusses the representation of (the) literacy (myth) in popular movies and a teaching and research project on cinematic literacy narratives. It attempts to reveal the existence of a powerful 'Pygmalion template' in contemporary movie...
Society for Information Technology & Teacher Education International Conference 1998 (1998) pp. 494–500
Science has been changing rapidly over the last decade. Like everything else around us it seems to be in a turmoil of altering, mutating, or disappearing. Most likely the idea of change is a cultural phenomenon, and could be seen as a side effect of ...
Educational Media International Vol. 32, No. 2 (1995) pp. 62–68
Discusses a research project at the University of Gent (Belgium) that created materials for teaching literature from a European perspective. Concludes that a global revision of the literature course design should be made in which hypertext and...