Search results for author:"Scott Warren"
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University of North Texas
Society for Information Technology & Teacher Education International Conference 2006 (Mar 19, 2006) pp. 2437–2439
This paper explores a particular technology design intervention that is currently being piloted using the Quest Atlantis project that has the intention of helping mitigate one problem in teacher education. This problem is that existing teacher...
Society for Information Technology & Teacher Education International Conference 2006 (Mar 19, 2006) pp. 759–764
Abstract: Two major obstacles to using PBL methods in K-12 classrooms are the time it takes to design the rich learning environment and the time required for students to interact at their own pace with ill-structured problems (Airasian & Walsh, 1997;...
Society for Information Technology & Teacher Education International Conference 2006 (Mar 19, 2006) pp. 1074–1081
Determining the effectiveness of the curricular materials used to convey the themes an instructor wishes to address in a classroom is an important part of traditional, face-to-face instruction. This media often includes novels, textbooks, video, and ...
Rapid Prototyping for Speedy Program Design: Designing a Program for Volunteering Undergraduates Working in a Virtual World
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 3122–3125
Abstract: This paper investigates the instructional design methods used when designing and developing a virtual world’s program for undergraduate students. The Instructional System Design (ISD) of Rapid Instructional Design was used to develop a...
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 1691–1694
Chalk House, the first in a series of situated learning modules being developed as a collaboration between Created Realities Group and the Design+Research Collective, is an online computer-based 3D environment in which game play and engaging...
The impact of a multi-user virtual environment on teacher instructional time, voluntary student writing practice, and student writing achievement
The impact of a @?multi-user virtual@environment on teacher instructional@time, @?voluntary student writing @?practice, and student writing achievement (2006) pp. 1–267
Two major obstacles to using PBL methods in K-12 classrooms are the time it takes to design the rich learning environment and the time required for students to interact at their own pace with ill-structured problems. The focus of this study was to...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2018 (Oct 15, 2018) pp. 1099–1104
Virtual reality (VR) has several characteristics that include immersion and interaction. These two qualities are critical in teaching various subjects. Immersion is important in engaging students within the learning environment. Teaching is usually ...
Adaptive structuration theory used to examine organizational changes stemming from e-learning initiatives in higher education
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2018 (Oct 15, 2018) pp. 449–454
The nature and structure of work in relation to human activities play a critical role in helping to explain today’s workplace, including higher education settings. Adaptive structuration theory has received little attention in the online learning...
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 1695–1698
This poster session will demonstrate Chalk House, an online computer-based 3D environment in which game play and engaging narrative are used to improve student literacy skills, namely reading and writing, are the key focus of learning. Chalk House...
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1587–1589
Chalk House is an online computer-based 3D environment in which game play and engaging narrative are used to improve student literacy skills, namely reading and writing, are the key focus of learning. Chalk House uses the CRG 3D online learning...
The Time Factor: Leveraging Intelligent Agents and Directed Narratives in Online Learning Environments
Innovate: Journal of Online Education Vol. 5, No. 2 (December 2008)
Using video games, virtual simulations, and other digital spaces for learning can be a time-consuming process; aside from technical issues that may absorb class time, students take longer to achieve gains in learning in virtual environments. Greg...
International Journal of Virtual and Personal Learning Environments Vol. 4, No. 3 (July 2013) pp. 1–17
Digital games like Where in the World is Carmen San Diego and Oregon Trail have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination....
Journal of Educational Technology Vol. 5, No. 2 (2008) pp. 32–43
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional...
Critical CinéEthnographic Methods: A New Dimension for Capturing the Experience of Learning in Twenty-First Century Qualitative Research
TechTrends: Linking Research and Practice to Improve Learning Vol. 62, No. 5 (2018) pp. 473–482
Learning technologies continue to grow in complexity, making it increasingly difficult to understand their impacts on stakeholders using traditional research methods. While comparison and treatment studies, may show if a digital learning tool...
American Journal of Distance Education Vol. 32, No. 3 (2018) pp. 161–176
With increased online course offerings at most higher education institutions, it is important to have a way to determine whether the courses continue to have value to students or outlived their usefulness. Courses are the central means of knowledge...
An Analysis of the Scholarship of Teaching and Learning through Problem-based Learning and Alternate Reality Gaming
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1973–1977
This qualitative study focused on instructors who taught a re-designed, undergraduate technology-based course using a narrative driven, problem-based learning approach at a major university. Using Alternative Reality Gaming and Problem-based...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2018 (Oct 15, 2018) pp. 547–552
Beyond the development of innovative products, university systems should foster innovative research methods tied to studying or improving human performance in myriad fields such as dance and kinesiology, music, learning, gaming and other areas. The...
Increasing Student Discourse to Support Rapport Building in Web and Blended Courses Using a 3D Online Learning Environment
Journal of Interactive Learning Research Vol. 20, No. 3 (July 2009) pp. 269–294
This article presents research conducted between 2002 and 2007 that examines user discourse, message flow, and exchange frequency in Web-only courses, blended courses, and then the same types of courses extended with a 3D online learning environment....
Traits, Skills, & Competencies Aligned with Workplace Demands: What Today's Instructional Designers Need to Master
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 3126–3132
What are the traits, skills, and key competencies that instructional designers must have to be successful at finding and attaining employment? Analysis conducted on fifty-nine online instructional design job postings identified key competencies...
Examining Self-regulated Learning in Post secondary Learners through Problem based Learning (PBL) and Game play
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 575–582
Helping college students to deal with real-world problems in complex and dynamic situations who can make reasoned and reflective decisions, is one of the essential goals for higher education. When students take responsibility for managing their own...
Using New Technologies to Improve Qualitative Research Methods for Teacher Education and Evaluation of Performance
Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 1660–1665
Qualitative methods have long been criticized for their time consuming process and narrow focus. The use of visual ethnography in research is as old as film itself. Critical Cine Ethnography combines of the visual element of cine Visual ethnography...
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 1609–1614
Transmedia offers a new way of learning: through story shared and distributed over various media. This paper shares a background to transmedia storytelling and alternate reality games, further proposes a means by which we may create engaging...
Online Learning Journal Vol. 21, No. 4 (Dec 01, 2017)
The purpose of this study was to identify emergent themes regarding higher education instructors\u2019 perceptions concerning the provision of collaborative learning activities and opportunities in their online classroom. Through semi-structured...
Educational Game as Supplemental Learning Tool: Benefits, Challenges, and Tensions Arising from Use in an Elementary School Classroom
Journal of Interactive Learning Research Vol. 20, No. 4 (October 2009) pp. 487–505
This article examines the qualitative findings from a mixed-methods comparison study of the use of an online multi-user virtual environment called Anytown which supplemented face-to-face writing instruction in a fourth grade classroom to determine...
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) p. 3101
This session will present an overview of the issues encountered during a six-week workshop on digital storytelling that was provided for faculty, staff and students at the University of Richmond. Utilizing the analytical framework of activity...
Topics: Teaching Methods
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...
A MUVE towards PBL Writing: Effects of a Digital Learning Environment Designed to Improve Elementary Student Writing
Journal of Research on Technology in Education Vol. 41, No. 1 (2008) pp. 113–140
Two major obstacles to using problem-based learning methods with writing in elementary school classrooms are the time it takes to design the learning environment and the time required for students to interact at their own pace with ill-structured...
Journal of Educational Technology Vol. 7, No. 1 (2010) pp. 40–51
The purpose of this paper is to discuss one instructional design that leverages problem-based learning and game structures as a means of developing innovative higher education courses for students as responsive, lived experiences. This paper reviews ...
Understanding the competitive advantage of learning technologies in the context of post-secondary institution as corporate firm analogue: Depicting the context for higher education demand
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2018 (Oct 15, 2018) pp. 540–546
In this paper, we explain how, in the light of significantly decreased funding for higher education, post-secondary institutions as analogues to corporate firms. These institutions are replete with employees, supply chains, management structures,...
Annual Meeting of the Association for Educational Communications and Technology 2004 (October 2005)
The requirements of No Child Left Behind Act of 2001 (NCLB) has presented challenges for schools and districts across the United States such as a new need to focus on test scores and student achievement. While all states, districts, and schools face ...
Sasha A. Barab; Brianna Scott; Sinem Siyahhan; Robert Goldstone; Adam Ingram-Goble; Steven J. Zuiker; Scott Warren
Journal of Science Education and Technology Vol. 18, No. 4 (August 2009) pp. 305–320
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four...
TechTrends: Linking Research and Practice to Improve Learning Vol. 58, No. 4 (July 2014) pp. 19–26
This article discusses a systemic change that expanded the doctorate in Learning Technologies at the University of North Texas to include a distributed option, delivered primarily online. It provides an overview of the development process from...
Journal of Interactive Learning Research Vol. 19, No. 2 (April 2008) pp. 225–249
This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally...
Rural Educator Vol. 28, No. 1 (2006) pp. 9–16
The requirements of the No Child Left Behind Act of 2001 (NCLB) have presented special challenges and opportunities for rural schools (Reeves, 2003). Researchers have suggested that one way rural schools may be able to overcome these challenges is...
A Look inside a MUVE Design Process: Blending Instructional Design and Game Principles to Target Writing Skills
Journal of Educational Computing Research Vol. 40, No. 3 (2009) pp. 295–321
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these...
Emerging Technologies for Informal Learning: Transforming Traditional Education from the Inside and the Outside, Part 1 Coordinators: Curt Bonk, Professor, Indiana University and Mimi Miyoung Lee, Associate Professor, University of Houston
Scott Warren; Priya Nihalani; Paul Kim; Ke Zhang; George Veletsianos; Curtis J. Bonk; Ana-Paula Correia; Mimi Miyoung Lee
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 4917–4924
Overall Abstract: During the past decade, there has been an increased interest and attention given to mobile learning, game-based learning, and digital books. In many ways, these three trends are interconnected as learners play games and read books...
Sue Gregory; Lisa Jacka; Frederick Stokes-Thompson; Helen Farley; Sheila Scutter; Penelope Neuendorf; Shame Matthews; Jaime Garcia; Grant Meredith; Scott Grant; Angela Giovanangeli; Andrew Cram; Tracey Muir; Jenny Grenfell; Anthony Williams; Anglea McCarthy; Brent Gregory; Stefan Schutt; Denise Wood; Lindy Orwin; Ian Warren; Matt Bower; Des Butler; Jay Jay Jegathesan; Anton Bogdanovych
ASCILITE - Australian Society for Computers in Learning in Tertiary Education Annual Conference 2012 (November 2012)
Virtual worlds (VWs) continue to be used extensively in Australia and New Zea land higher education institutions although the tendency towards making unrealistic claims of efficacy and popularity appears to be over. Some educators at higher...
Australian higher education institutions transforming the future of teaching and learning through 3D virtual worlds
Sue Gregory; Brent Gregory; Matthew Campbell; Helen Farley; Suku Sinnappan; Shannon Kennedy-CLark; David Craven; Deborah Murdoch; Denise Wood; Jenny Grenfell; Angela Thomas; Carol Matthews; Kerrie Smith; Ian Warren; Heinz Dreher; Lindy McKeown; Allan Ellis ; Mathew Hillier; Steven Pace; Andrew Cram; Lyn Hay Charles; Scott Grant; Mark J.W. Lee
ASCILITE - Australian Society for Computers in Learning in Tertiary Education Annual Conference 2010 (2010) pp. 399–415
What are educators' motivations for using virtual worlds with their students? Are they using them to support the teaching of professions and if this is the case, do they introduce virtual worlds into the curriculum to develop and/or expand students' ...