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SITE 2014--Society for Information Technology & Teacher Education International Conference

Mar 17, 2014

Editors

Michael Searson; Marilyn N. Ochoa

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Table of Contents

8
This conference has 8 award papers. Show award papers

Number of papers: 587

  1. Teaching problem solving through making games: Design and implementation of an innovative and technology-rich intervention

    Mete Akcaoglu, West Virginia University, United States

    In this paper, I describe the elements of a curriculum designed to teach middle school students how to solve complex problems using digital game-design as the main activity. Based on theories of... More

    pp. 597-604

  2. Examining the Attitudes, Perceptions, and Concerns of Science Teachers towards Educational Computer Games

    Yun-Jo An & Linda Haynes, University of West Georgia, United States; Adriana D'Alba, UWG, United States

    There is a lack of research on K-12 teachers’ perceptions and adoption of educational computer games. By examining science teachers' perceptions, attitudes, and concerns about educational computer ... More

    pp. 605-607

  3. Exploring 7th Graders' Game Design Experiences

    Yun-Jo An, University of West Georgia, United States

    Using Gamestar Mechanic, 7th grade students in the “Gamifying Social Studies” class created multi-level video games based on social studies lessons. This study explored their game design processes ... More

    pp. 608-610

  4. Digitally Mediated Learning and Teacher Education in Less Resourced Regions

    Kwame Ansong-Gyimah, Virginia Tech, United States; Samuel Adu Gyamfi, University of Education, Winneba, Ghana

    Abstract Digital technologies of today have challenged the traditional systems of education and have created potential new ways of delivery of knowledge and skills that require a critical look at ... More

    pp. 611-617

  5. A Multi-Player Online Simulated Driving Game to Improve Hazard Perception

    Abdurrahman Arslanyilmaz, Brandi Stillman & Joseph Costello, Youngstown State University, United States

    Young and inexperienced drivers are disproportionately involved in all car crashes. Although programs like graduate driver licensing have reduced the fatality rate among novice drivers, they still ... More

    pp. 618-624

  6. Maximizing Active Learning in the Online Learning Environment Using Structured Skills Challenges

    Fran Cornelius, Dexel University, United States; Diane DePew & Carol Patton, Drexel University, United States

    This presentation will introduce an innovative web-based teaching approach made possible through a new web-based tool which engages students in realistic learning activities and provides students... More

    p. 620

  7. The Effectiveness of Digital Game-Based Learning

    Xi Chen, Tianlan Wei, Tammy-Lynne Moore, Dmitry Panyukov & Feiya Xiao, Texas Tech University, United States

    There is increasingly number of the young generation engaged in playing video games. As technology developed, the appeal of video games has become an ever-increasing competitor with student... More

    pp. 625-630

  8. A Lesson Model for Integrating Games in History Lessons

    NICHOLAS GALLIMORE, NORTHWESTERN STATE UNIVERSITY, United States; SANGHOON PARK, UNIVERSITY OF SOUTH FLORIDA, United States

    The purpose of this paper was to review related studies on the use of games in education and present a lesson model for integrating a game, Civilizations III, in history lessons. The review... More

    pp. 631-639

  9. Measurement of Self-Efficacy in Game-based E-learning through Interaction with Non-Player Characters

    Ioana Ghergulescu, Arghir-Nicolae Moldovan & Cristina Muntean, National College of Ireland, Ireland

    This paper proposes a novel method for measuring learner’s self-efficacy, an important indicator of learner’s motivation, in game based e-learning through the interaction of the player with non... More

    pp. 640-644

  10. Elliptical Learning in Digital Game-Based Learning: The Issue of Elliptical Closure

    Sébastien Hock-koon, University of Paris-Nord UFR-LSHS, France

    Many researchers consider that video games have a unique potential for learning. However, while they may be efficient as teaching tools, they may also fail as such. Linderoth (2010), without... More

    pp. 645-651

  11. Virtual Immersion: Being There In The Midst of Media [Case Studies in Sound and Machinima; Southern Illinois University in Second Life]

    Phylis Johnson, Southern Illinois University, United States

    The Southern Illinois University-University of Western Australia virtual worlds project at Virlantis, Second Life is an educational themed experiment in the creation of sound and animation content... More

    pp. 652-657

  12. Learning Communities Via the Use of Facebook Closed Groups

    Eddy Alain Cuisinier, Western Kentucky University, United States

    As the 21st century learners' technological expectations grow, it is crucial that professors adapt and provide an environment in which learners can feel comfortable learning in and outside of the... More

    p. 653

  13. Learning Geosciences in Virtual Worlds: Engaging Students in Real-World Experiences

    Reneta Lansiquot, Janet Liou-Mark & Reginald Blake, New York City College of Technology, United States

    An educational research study explored the use of virtual worlds to facilitate student learning in the geosciences. A Second Life island was designed, and we programmed modules covering concepts... More

    pp. 658-664

  14. Teacher Designed Games: Leading Innovation in Classrooms

    Yang Liu, University of Calgary, Canada

    The notion of teachers as designers of classroom digital games to support student learning is original and has not been widely introduced. Introducing digital games in class not only helps to... More

    pp. 665-669

  15. Collaboration, Social Justice and School Libraries

    Punit Dadlani, Rutgers University, PhD Student in School of Communication and Information, United States; Ross Todd, Rutgers University, United States

    This paper examines the research processes of high school students undertaking a group research task in a New Jersey High school library. The purpose of this task was for students to produce a co-... More

    p. 665

  16. Demystifying Practicum for Preservice Teachers; A 21st Century AppRoach

    Christopher Dann, University of the Sunshine Coast, Australia

    Abstract: This presentation describes the method, and web based technologies being used by a course coordinator in a regional Australian higher education course that has a practicum experience... More

    pp. 666-667

  17. IT Pathways: Increasing Girls’ Interest in IT Careers through Game-based Learning

    Barbara Lockee, Peggy Meszaros & Monica Kimbrell, Virginia Tech, United States

    In an effort to address a significant shortage of women in the IT industry in the Appalachian region, the Appalachian Information Technology Extension Services (AITES) Project funded by the... More

    pp. 670-675

  18. The use of Avatars in Education: An Examination of “Second Life” in a Simulated Clinical Environment

    Kenny Ott, Valdosta State University, United States; Dee Ott, The use of Avatars in Education: An Examination of “Second Life” in a Simulated Clinical Environment, United States

    This presentation will provide an overview of the program “Second Life” and how it can be incorporated into instruction and specifically into a simulated clinical environment. This presentation... More

    p. 676

  19. Massive Multiplayer online Role-playing Games for Language Learning

    Sandra Rogers, University of South Alabama, United States

    Gaming provides situated learning of content in a problem-based learning (PBL) format (Brown, Collins, & Duguid, 1989). PBL in simulated environments such as massive multiplayer online role... More

    pp. 677-684

  20. Using the Pedagogy of Technology for Student Success through Media Centers, Flipping, Multiple Intelligences theory and other such “Rott” in Teacher Education.

    Willie Davis, Lansing Community College, United States

    Media Centers offer an opportunity to diversify optional delivery methods. Coupled with the idea of multiple intelligences – different ways of learning, I was able to put into practice an old... More

    p. 683