Search results for author:"Scott Wilson"
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World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (2004) pp. 1025–1026
This presentation describes the beginning efforts to design, develop and implement a web-based language laboratory that can be used by individual students, from their own homes, as an adjunct to classroom-based second language courses. For most...
A case study of the adoption of a technology-based innovation in an urban school district: An e-portfolio initiative
A case study of the adoption of a technology-based innovation in an urban school@district: An e-portfolio initiative (2007) pp. 1–179
What role should technology hold in education has been a hotly contested topic. Advocates suggest that technology will expand students' learning experiences and prepare them for a future where workers will require a skill set not yet developed....
Interactive Learning Environments Vol. 16, No. 1 (April 2008) pp. 17–34
The use of design patterns is now well established as an approach within the field of software systems as well as within the field of architecture. An initial effort was made to harness patterns as a tool for elaborating the design of the elements...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (2004) pp. 2856–2857
In this session you will hear how cutting edge technologies have truly made a difference to private and public sector organizations using instructional strategies and tools that were developed in a Canadian Online University and that are currently...
Topics: Learning Objects
World Conference on Educational Media and Technology 2000 (2000) pp. 1317–1318
This is a research project conducting a comparison of traditional classroom instruction and self-paced multimedia training in "advocacy" for people with disabilities. The three main populations are Deaf sign language users, blind users who do not...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (2004) pp. 3003–3005
With all the theoretical discussion on the re-usability of sharable content objects, learning objects, meta-tagging standards, and interoperability, how often is there a real and practical evaluation from the front lines? In this session we will...
Topics: Learning Objects
Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 4927–4932
Defining Project-Based Learning (PBL) for the next generation of e-learning resources is needed due to the advances in publishing technologies (Stern, Aprea, & Ebner, 2003; Trumbo, 1999) and the demand for increased visual content (Slough & McTigue,...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2003 (2003) pp. 797–800
Our paper highlights on-going e-Learning development efforts to meet educational expectations for course content, interactive and higher order learning while successfully overcoming the real world limitations concerning budget, time and human...
Topics: Learning Objects
Computer-assisted fluid power instruction: A comparison of hands-on and computer-simulated laboratory experiences for post-secondary students
@?Computer@-assisted fluid@power@instruction: A comparison of hands-on and @?computer-simulated laboratory experiences for @?post-secondary students (2001) pp. 1–87
Purpose . The primary purpose of the study was to examine the effectiveness of utilizing a combination of lecture and the computer resources already existing in many post-secondary educational and industrial settings to train...
Computer Assisted Fluid Power Instruction: A Comparison of Hands-On and Computer-Simulated Laboratory Experiences for Post-Secondary Students
Journal of Technology Studies Vol. 31, No. 1 (2005) pp. 57–61
The primary purpose of this study was to examine the effectiveness of utilizing a combination of lecture and computer resources to train personnel to assume roles as hydraulic system technicians and specialists in the fluid power industry. This...
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 1234–1241
Abstract: Video used in the classroom by teachers can make learning more engaging or content easier to comprehend (Pelton, Sehgal & Pelton, 2009). Video can be pre-produced and adapted or created by the teacher. A recent trend in video is the...
World Conference on Educational Media and Technology 2004 (2004) pp. 957–960
Our paper highlights on-going E-Learning development efforts to meet educational expectations for course content, interactive and higher order learning while successfully overcoming the real world limitations concerning budget, time and human...
Topics: Learning Objects
JUMP Into Reading for Meaning: A Pilot Study of a Game-Based Vocabulary Instructional Program Delivered on the Nintendo DS
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 3659–3662
Abstract: JUMP into Reading for Meaning (JUMP) is a USDOE funded grant awarded to PREL (Pacific Resources for Education and Learning) to support the development and evaluation of a game-based vocabulary instructional program delivered on a handheld...
Preparing for disruption: developing institutional capability for decentralized education technologies
World Conference on Educational Media and Technology 2007 (Jun 25, 2007) pp. 1386–1395
Abstract: A combination of pressures are now affecting institutional technology strategies; these include the increasing richness of the external technology environment, increasing individual technical capabilities, and pressures on institutions to...
Topics: Educational Technology
Interactive Learning Environments Vol. 22, No. 3 (2014) pp. 243–252
Alternate reality games (ARGs) are a relatively new form of collaborative game that make use of both the virtual and real worlds to engage players in a series of challenges within a compelling narrative. The Alternate Reality Games for Orientation,...
Journal of e-Learning and Knowledge Society Vol. 3, No. 2 (2007) pp. 27–38
"I Forgot I Wasn't Saving the World": The Use of Formative and Summative Assessment in Instructional Video Games for Undergraduate Biology
Kathryn L. Lookadoo; Eryn N. Bostwick; Ryan Ralston; Francisco Javier Elizondo; Scott Wilson; Tarren J. Shaw; Matthew L. Jensen
Journal of Science Education and Technology Vol. 26, No. 6 (2017) pp. 597–612
This study examined the role of formative and summative assessment in instructional video games on student learning and engagement. A 2 (formative feedback: present vs absent) × 2 (summative feedback: present vs absent) factorial design with an...
Game-Based Learning and Information Literacy: A Randomized Controlled Trial to Determine the Efficacy of Two Information Literacy Learning Experiences
Scott Wilson; Caroline Engler; Jessica Black; Derik Yager-Elorriaga; William Thompson; Andrae McConnell; Javier Cecena; Ryan Ralston; Robert Terry
International Journal of Game-Based Learning Vol. 7, No. 4 (October 2017) pp. 1–21
In the 21st century, students have access to a plethora of information. As such, the skills required to access and effectively sort through this information (information literacy skills) become ever more important for success in both academic and...
Mitigation of Cognitive Bias with a Serious Game: Two Experiments Testing Feedback Timing and Source
Norah Dunbar; Matthew Jensen; Claude Miller; Elena Bessarabova; Yu-Hao Lee; Scott Wilson; Javier Elizondo; Bradley Adame; Joseph Valacich; Sara Straub; Judee Burgoon; Brianna Lane; Cameron Piercy; David Wilson; Shawn King; Cindy Vincent; Ryan Schuetzler
International Journal of Game-Based Learning Vol. 7, No. 4 (October 2017) pp. 86–100
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing,...
Zachary Massey; Scott Wilson; Claude Miller; Norah Dunbar; Matthew Jensen; Yu-Hao Lee; Spencer Nicholls; Chris Anderson; Aubrie Adams; Javier Cecena; William Thompson
International Journal of Game-Based Learning Vol. 9, No. 3 (July 2019) pp. 1–22
Extant research indicates that professional law enforcement officers (LEOs) are generally no better than untrained novices at detecting deception. Moreover, traditional training methods are often less effective than no training at all at improving...
Norah Dunbar; Scott Wilson; Bradley Adame; Javier Elizondo; Matthew Jensen; Claude Miller; Abigail Kauffman; Toby Seltsam; Elena Bessarabova; Cindy Vincent; Sara Straub; Ryan Ralston; Christopher Dulawan; Dennis Ramirez; Kurt Squire; Joseph Valacich; Judee Burgoon
International Journal of Game-Based Learning Vol. 3, No. 4 (October 2013) pp. 7–26
This paper describes the process of rapid iterative prototyping used by a research team developing a training video game for the Sirius program funded by the Intelligence Advanced Research Projects Activity (IARPA). Described are three stages of...