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Society for Information Technology & Teacher Education International Conference

Mar 05, 2017


Paul Resta; Shaunna Smith

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File: Cover & Front Pages

File: File: Cover & Front Pages

File: Table of Contents

Table of Contents

This conference has 7 award papers. Show award papers

Number of papers: 415

  1. Constructing Knowledge via Digital Video – A Literature Review

    Remberto Jimenez, New Jersey City University, United States

    This Literature review focuses on the current uses of digital educational video in educational settings. Various methodologies and practical applications of video are discussed, including lecture ... More

    pp. 356-361

  2. Curating Digital Objects and Telling Stories

    Jeonghyun Kim & Ana Roeschley, University of North Texas, United States

    This presentation includes descriptions of how Omeka, digital storytelling platform, was used to enhance student engagement and skills building, along with students’ reflective dialogue and... More

    pp. 362-366

  3. Effects of a Digital Storytelling Project on Japanese EFL Learners’ CALL Attitudes and Awareness of CALL Tasks

    Ayaka Morino & Elvis Lopez, Master Course in Education, University of Tsukuba, Japan; Yuichi Ono, Center for Education of Global Communication (CEGLOC), University of Tsukuba, Japan

    This paper investigates the effect of Digital Storytelling (DST) on Japanese EFL learners’ CALL attitudes and awareness of CALL tasks. This study starts with the construction of the questionnaire... More

    pp. 367-373

  4. Digital Story Design: Producing Effective Videos by Comparing Visual Components

    Victor Nevarez & Annie Hale, Arizona State University – Sustainability Science Education Project, United States; Leanna Archambault, Arizona State University, United States

    Online education is an inevitable part of our current educational system. With the goal of breaking down barriers associated with traditional brick and mortar education, online students can access ... More

    pp. 374-377

  5. 3 Simple Tricks that Will Change the Way You Think about Listicles Forever

    Liz Owens Boltz, Brian Arnold & Rohit Mehta, Michigan State University, United States

    In this interactive roundtable session, three educators from Michigan State University’s Educational Psychology & Educational Technology program will guide participants through an exploration of... More

    pp. 378-382

  6. Starting the Conversation: A Working Definition of Critical Digital Pedagogy

    Susan Bontly, Samar Khalil, Tahani Mansour & Julia Parra, NMSU College of Education, United States

    Critical digital pedagogy is an emerging concept in education, and it is important to the educational field because technology is an essential element in today’s classrooms. Critical digital... More

    pp. 383-388

  7. An Exploratory Analysis of WCAG 2.0 Conformance in Higher Education Websites

    Christopher D. Coleman, Louisiana Tech University, United States

    Ensuring accessibility online for disabled individuals is of great concern. Legally and ethically, institutions must ensure that resources are accessible to disabled individuals, and failing to... More

    pp. 389-393

  8. Evaluating Instruction for Culturally Responsive Teaching Using a STEM Curriculum Review Rubric

    Carol J. Delaney, Kathryn S. Lee & Beth Bos, Texas State University, United States

    The purpose of this roundtable session is to introduce the Culturally Responsive Teaching (CRT) section of the STEM Curriculum Review Rubric developed by colleagues in the LBJ Institute for STEM... More

    pp. 394-397

  9. Effective Instructional Strategies Implemented by Preservice Teachers to Teach Culturally and Linguistically Diverse Students in Secondary Classrooms.

    Faith Maina & Amani Zaeir, Texas Tech University, United States

    Recent studies have indicated that many teachers are inadequately prepared to teach culturally and linguistically diverse students particularly in the secondary classroom. This is problematic given... More

    pp. 398-405

  10. The Semantic Analysis of Media Influence in Moodle-based Self-reflective Entries of Intercultural Encounters of Children and University Students

    Kahoko Matsumoto, Tokai University, Japan, Japan

    This study looks into the influence of mass media in the self-reflective entries of intercultural encounters made by 35 elementary school students and 41 university students. Detailed text analysis... More

    pp. 406-409

  11. Digital Storytelling as a Reflective Tool for Preservice Teachers

    Jayna McQueen, Texas Christian University, United States

    As our classrooms continue to diversify, teachers need reflective tools to help navigate the current culture of standardization while still honoring the diversity of their students (Apple, 2001).... More

    pp. 410-415

  12. Differentiated Instruction: How simSchool was used in a Two Graduate Courses

    David Collum, Missouri Baptist University, United States; Larinee Dennis, Hannibal LaGrange University, United States; Melanie Bishop & Timothy Delicath, Missouri Baptist University, United States

    In the high stakes testing environments of Pre-K-12 environments, the opportunities for pre-service as well as in-service teachers to participate in field experiences to hone professional skills... More

    pp. 416-421

  13. Evaluating the Effectiveness of simSchool on Increasing Preservice Teachers' Understanding of the Educational Needs of Diverse Learners: A Study across Three Midwestern Universities

    David Collum, Missouri Baptist University, United States; Larinee Dennis, Hannibal LaGrange University, United States; Allison Gohring, Lindenwood University, United States; Melanie Bishop & Timothy Delicath, Missouri Baptist University, United States

    This sequential mixed-method study focused on the use of the Simulation Based Learning (SBL) tool, simSchool, as a supplement to coursework and field experiences, to explore the impact on... More

    pp. 422-431

  14. Let the Games Begin

    Tammy Fry, Blue Valley Center for Advanced Professional Studies (CAPS), United States

    Abstract: Gamification is nothing new, and yet the topic seems relatively new and undefined in terms of its role in education and training. There are those who believe that gaming or adding gaming ... More

    pp. 432-436

  15. Virtual Vistas: Creating and Implementing Virtual Field Trips

    Jeffrey Hall, Lucy Bush & Colleen Stapleton, Mercer University, United States

    Virtual field trips (VFTs) can be a compelling supplement or alternative to real-world field trips for students. By utilizing the latest technologies, educators can create and/or implement... More

    pp. 437-441

  16. Video Game Genres and Problem Solving Strategies

    Karla Hamlen, Cleveland State University, United States

    This study is an investigation of the relationships between the genres of video games students play and the strategies they employ for overcoming difficult parts of the game. A questionnaire was... More

    pp. 442-444

  17. Friends with Different Abilities: An educational computer game

    Carol Redfield, St. Mary's University, United States; Crystal Redfield, John Jay Science and Engineering Academy, United States

    This paper describes a project about how someone might learn about disabilities, simply by playing a computer game. An educational computer game was developed where a player is given a quest to go... More

    pp. 445-450

  18. A MMORPG with Language Learning Strategic Activities to Improve English Grammar, Listening, Reading, and Vocabulary

    Sandra Rogers & Burke Johnson, University of South Alabama, United States; Rick Van Eck, University of North Dakota, United States; James Van Haneghan & Susan Martin, University of South Alabama, United States

    Rankin, Gold, and Gooch (2006) found sufficient support for adult English language learners (ELLs) within the EverQuest® II (EQII) videogame to improve participants’ vocabulary by 40% on their... More

    pp. 451-463

  19. Design of an Interactive Case-based Simulation for Learning Educational Psychology

    Julia Roman, Elizabeth Mercer, Kerry Wilt, Victoria Denardis, Murshay Stover, D. Matthew Boyer & Meihua Qian, Clemson University, United States

    The study at the center of this presentation explores the use of an interactive, digital pedagogical tool for teaching concepts related to Behaviorism in an introductory Educational Psychology... More

    pp. 464-467

  20. Design and Assessment of a Location-based Game to Support English Vocabulary Learning in University

    Feier Tang, Graduate School of Human-Environment Studies, Kyushu University, Japan; Boyu Wang, Graduate School of Information Science and Electrical Engineering, Kyushu University, Japan; Kosuke Kaneko, Cyber Security Center, Kyushu University, Japan; Yoshiko Goda, Graduate School of Instructional Science, Kumamoto University, Japan; Yoshihiro Okada, Innovation Center for Educational Resource, Kyushu University, Japan; Masanori Yamada, Faculty of Arts and Science, Kyushu University, Japan

    In this study, we designed and assessed a location-based game called “ItoScramble” to support English vocabulary learning in university based on Krashen’s input hypothesis. In recent years, the... More

    pp. 468-474