Search results for author:"Sandra_Schamroth_Abrams"
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Yearbook of the National Society for the Study of Education Vol. 110, No. 1 (2011) pp. 220–243
As an observer of the gaming situation, the author watched intently to understand how two boys' actions helped them succeed at "Band Hero," and she realized that their movements were both ways of being and ways of learning. These eighth-grade boys...
E-Learning and Digital Media Vol. 10, No. 4 (2013) pp. 395–406
Through a Foucauldian lens, this article examines the affordances and constraints of an online peer-review program in four special education English language arts classes in two New York City middle schools. Data from classroom observations, teacher ...
Constellations of Support and Impediment: Understanding Early Implementation Dynamics in the Research and Development of an Online Multimodal Writing and Peer Review Environment
E-Learning and Digital Media Vol. 10, No. 4 (2013) pp. 357–377
In this article, the authors trace teachers' experiences while participating in an educational technology development and research project focused on the creation and use of an online writing and peer review environment. They follow teachers...
Journal of Adolescent & Adult Literacy Vol. 58, No. 1 (September 2014) pp. 49–58
This article explores the ways "gamification" can play a role in adolescents' development of vocabulary. Gamification involves the application of game-design thinking and play elements to non-game activities, such as routine homework...
Journal on School Educational Technology Vol. 7, No. 1 (2011) pp. 7–13
Twenty-first century education includes dynamic learning that is complicated by interactions in both fixed and protean virtual spaces, and it is important to consider the degree of power, agency, and awareness students have as producers and...
From Mario to FIFA: What Qualitative Case Study Research Suggests about Games-Based Learning in a US Classroom
Educational Media International Vol. 51, No. 1 (2014) pp. 16–34
This article explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum when developed through a connected learning frame by examining the influence that COTS videogames have on transforming students'...