Search results for author:"Ryan Straight"
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Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 1982–1986
Computer-Assisted Language Learning can be facilitated to a great degree using commercial off-the-shelf video games. This paper attempts to explore the nature of CALL, the pedagogic qualities of video games and how the two intersect to produce...
Emergent Mentorship and Learning Communities of Practice Among Players of Augmented Reality Video Games
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2016 (Nov 14, 2016) pp. 785–792
As augmented reality gaming becomes increasingly popular, understanding the organically emergent communities of learning that emerge within the player base becomes increasingly useful for anyone seeking to leverage these experiences for informal and ...
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 3102–3107
The advancements in mobile devices have great affordances for the field of education. Modern smartphones are powerful, portable, and prevalent and can yield informative, engaging and empowering user experiences for students in classroom settings and ...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2011 (Oct 18, 2011) pp. 2522–2526
Expectation of future occupational achievement is a powerful determining factor of student self-perception. Likewise, location and socio-economic status influence both expectations and self-perception. The current study seeks to use an innovative...