Search results for author:"William Young"
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Society for Information Technology & Teacher Education International Conference 2016 (Mar 21, 2016) pp. 1769–1774
A wiki is a dynamic, digital tool that provides instructors and students with an opportunity to create pages that can be easily shared, collaboratively constructed, and amended. This virtual environment was developed to encourage the type of...
Adult Learning Vol. 29, No. 4 (2018) pp. 141–149
The purpose of this study was to identify selected characteristics of current Osher Lifelong Learning Institute (OLLI) members in Florida and then compare the results between Florida and non-Florida institutes. This study was primarily quantitative...
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1430–1435
Educational video game designers are faced with many challenges. Today, most commercial video game systems are capable of handling high-performance interactive 3D graphics. Such advances increase competition between educational game developers and ...
Journal of Interactive Learning Research Vol. 23, No. 1 (Jan 01, 2012) pp. 57–80
** Invited as a paper from SITE 2009 ** In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known...
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 279–288
STEAMiE is an educational game engine developed by Ohio University for an NSF-GK-12 program called STEAM (Science and Technology Enhancement for Appalachian Middle-schoolers). The engine is designed to allow developers to create a variety of...
Community College Journal of Research and Practice Vol. 36, No. 8 (2012) pp. 570–579
This study focused on technology usage among community college faculty. Overall technology use among older faculty was slightly less than younger faculty; older faculty were no less likely than younger respondents to use technology. Both age groups...
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 3875–3880
Virtual worlds are gaining popularity as a tool for communication, teaching, and for other social interactions. However, creating virtual worlds remains a challenge for ‘average users’ who do not have a substantial amount of technical expertise in...
An Investigation of Self-Efficacy using Educational Video Games Developed by the GK-12 STEAM Project
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 3695–3707
Educational video games can be used affectingly when teaching science in the classroom. The Science and Technology Enrichment for Appalachian Middle-schoolers (STEAM) project has developed a variety of educational content using different technology...
Punya Mishra; Danah Henriksen; John C. Park; John Lee; Joe Garofalo; Carl Young; Douglas Hartman; Sara Kajder; William Cain
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 1887–1891
Over the past several decades, creativity has become a subject of heightened interest to the field of teaching (Plucker, Beghetto, and Dow, 2004). There is a strong, and generally agreed-upon conviction on the relevance and necessity of creativity...