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Journal of Educational Technology Systems

2011 Volume 39, Number 3

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Table of Contents

Number of articles: 6

  1. High School Online: Pedagogy, Preferences, and Practices of Three Online Teachers

    Shantia Kerr

    This multiple case study explores how three online, high school teachers used technological tools to create meaningful learning activities for their students. Findings reveal that teachers use a... More

    pp. 221-244

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  2. Utilizing Formative Assessments to Guide Student Learning in an Interactive Physics Learning Environment

    Young-Jin Lee

    In the last decades, many education researchers have been trying to use computerized learning environments to enhance student learning. Without proper instructional supports and guidance, however, ... More

    pp. 245-260

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  3. Can Distance Learning Be Used to Teach Automotive Management Skills?

    Teresa L. Noto

    Today's automotive college students will shape the future of the automobile industry. The success of college-level automotive programs has long been dependent on the students' ability to... More

    pp. 261-279

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  4. Instructors as Architects-Designing Learning Spaces for Discussion-Based Online Courses

    Yu-Mei Wang & Derthanq Victor Chen

    Online learning space design becomes a significant issue with the proliferation of online learning in higher education. Never before has the instructor been given such a privilege in building and... More

    pp. 281-294

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  5. Structuring Professional Development with an Online Community

    Carol L. Hodes, John C. Foster, Sandra G. Pritz & Patricia Kelley

    As part of a multiyear research study on the preparation of educators to use assessment data for instructional improvement, the present study is a pilot test of a research-based professional... More

    pp. 295-319

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  6. Teaching Using Computer Games

    Lee Dee Miller, Duane Shell, Nobel Khandaker & Leen-Kiat Soh

    Computer games have long been used for teaching. Current reviews lack categorization and analysis using learning models which would help instructors assess the usefulness of computer games. We... More

    pp. 321-343

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