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Pub Date: |
2013-00-00 |
Pub Type(s): |
Books; Collected Works - General |
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Descriptors:
Enrichment; Organizational Change; Teaching Methods; Interdisciplinary Approach; Learning Strategies; Problem Solving; Urban Schools; STEM Education; Educational Technology; Instructional Design; Educational Trends; Educational Research; Inservice Teacher Education; Elementary Secondary Education; Undergraduate Students; Computer Simulation; Student Teachers; Preservice Teacher Education; Mixed Methods Research; Writing Teachers; Writing Instruction; Curriculum Development; Energy; Military Schools; Educational Games; Citizen Participation; Case Studies; College Instruction; Partnerships in Education; Computer Science Education; English (Second Language); Second Language Instruction; Energy Management; Armed Forces; Federal Programs; Biology; Dental Health
Abstract:
Involving two or more academic subjects, interdisciplinary studies aim to blend together broad perspectives, knowledge, skills, and epistemology in an educational setting. By focusing on topics or questions too broad for a single discipline to cover, these studies strive to draw connections between seemingly different fields. Cases on Interdisciplinary Research Trends in Science, Technology, Engineering, and Mathematics: Studies on Urban Classrooms presents research and information on implementing and sustaining interdisciplinary studies in science, technology, engineering, and mathematics for students and classrooms in an urban setting. This collection of research acts as a guide for researchers and professionals interested in improving learning outcomes for their students. Contents include: (1) Interdisciplinary Learning from a Student's Perspective (Marlene Hidalgo); (2) STEM Academic Enrichment and Professional Development Programs for K-12 Urban Students and Teachers (Cecelia Wright Brown and Kevin A. Peters); (3) STEM Learning Communities: An Interdisciplinary Approach to Teaching and Learning (Bernadette Kelley and Lisa McClelland); (4) Reengineering an Introductory Computer Education Course for Undergraduate Students (Farhat J. Lakhavani and April Rupp); (5) Communication, Culture, and Technology: Learning Strategies for the Unteachable (Ray Gallon); (6) Using Second Life to Support Student Teachers' Socio-Reflective Practice: A Mixed-Method Analysis (Melissa Burgess); (7) Virtual Interdisciplinary Experiences for Teachers of Writing: Considerations for Implementation (Christine Rosalia and Laura Baecher); (8) Energizing Interdisciplinarity: Addressing Army Energy Use through Curricular Reform at West Point (Bruce Keith); (9) Integrated Projects and the Development of Interdisciplinary Problem-Solving Strategies (Paul C. King); (10) Enhancing Diversity in STEM Interdisciplinary Learning (Reginald A. Blake and Janet Liou-Mark); (11) Development of Interdisciplinary Problem-Solving Strategies through Games and Computer Simulations (Candido Cabo and Reneta D. Lansiquot); (12) Integration of Civic Engagement of Pedagogies in the STEM Disciplines (Gwen Cohen Brown and Laina Karthikeyan); and (13) All Hands on Deck: Using Case Studies to Support Institutional Change (Cinda P. Scott, Bonne August, and Constanza Eggers-Pierola).
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Author(s): |
Ottenbreit-Leftwich, Anne T.; Brush, Thomas A.; Strycker, Jesse; Gronseth, Susie; Roman, Tiffany; Abaci, Serdar; vanLeusen, Peter; Shin, Sungwon; Easterling, Wylie; Plucker, Jonathan |
Source: |
Computers & Education, v59 n2 p399-411 Sep 2012 |
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Pub Date: |
2012-09-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Teacher Education Curriculum; Teacher Education Programs; Teacher Educators; Thinking Skills; Teaching Methods; Teachers; Relevance (Education); Alignment (Education); Knowledge Base for Teaching; Educational Technology; Comparative Analysis; Mixed Methods Research; Teacher Surveys; Teacher Attitudes; Interviews; Technology Integration; Computer Uses in Education
Abstract:
Researchers have called for renewed efforts in exploring both what knowledge should be taught in preservice teacher education programs with regard to technology, and how to best prepare teachers to effectively use that knowledge to support teaching and learning. This study compared the importance of technology topics from teacher educators and teachers' perspectives. A two-phase mixed-methods research design utilized surveys and multiple case studies (interviews, documents) to collect data from both teacher educators and practicing teachers. Findings indicate that teachers and teacher educators demonstrated similarities in their views regarding the use of technology for personal productivity, information presentation, and the access and use of electronic resources to support teaching and learning. Teacher educators and teachers differed with regard to their use of technology for communication, analysis of student data, documenting professional growth, and facilitating higher-order thinking skills. Recommendations for how teacher education programs can incorporate and address technology topics in order to increase relevance for teachers are discussed. (Contains 4 tables and 1 figure.)
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Author(s): |
Betrus, Anthony |
Source: |
TechTrends: Linking Research and Practice to Improve Learning, v56 n5 p42-45 Sep 2012 |
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Pub Date: |
2012-09-00 |
Pub Type(s): |
Journal Articles; Reports - Research |
Peer Reviewed: |
Yes |
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Descriptors:
Educational Technology; Visual Aids; Social Networks; Web Sites; Electronic Publishing; Web 2.0 Technologies; Preservice Teacher Education; Teacher Education Programs; Teacher Education Curriculum; Educational History; Introductory Courses; Educational Trends; Course Content
Abstract:
The content and emphasis of the introductory technology courses for undergraduate preservice teachers has historically been examined, with the earliest study conducted by Stracke in 1932. In an attempt to identify trends in the course DeKieffer conducted a series of studies over ten year intervals, in 1947, 1957, 1967, and 1977. In 2000 the first in a similar series of ten-year studies was conducted, and this 2010 study is the first update to that study. Results indicate that the introductory technology course has gone through a particularly dynamic era recently, with nearly half of all topics appearing as new in 2010. Of particular note among the new topics are SMART Boards and Web 2.0 technologies such as Blogs, Wikis, and Professional and Social Networking Sites.
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Pub Date: |
2013-00-00 |
Pub Type(s): |
Books; Collected Works - General |
Peer Reviewed: |
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Descriptors:
Foreign Countries; Educational Technology; Student Attitudes; Second Language Learning; Case Studies; Constructivism (Learning); Mathematics Instruction; Elementary Secondary Education; Educational Games; Higher Education; Computer Games; Student Motivation; Females; Grade 7; Social Studies; Standards; Handheld Devices; Nutrition Instruction; Computer Simulation; College Instruction; Teaching Methods; Instructional Design; Curriculum Implementation; Grade 4; Art Education; Computer Science Education; Adolescents; Preservice Teacher Education; Internet; Education Courses; Simulation; Animation; Manipulative Materials; Reflection; Computer Software Evaluation; Business Administration Education; Usability; Use Studies; Physics; Engineering Education; Fiction; Elementary School Students; Nursing Education; High School Students; Middle School Students; Social Networks; Adult Students
Abstract:
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on Digital Game-Based Learning: Methods, Models, and Strategies analyzes the implementation of digital game applications for learning as well as addressing the challenges and pitfalls experienced. Providing strategies, advice and examples on adopting games into teaching, this collection of case studies is essential for teachers and instructors at various school levels in addition to researchers in game-based learning and pedagogic innovation. Contents include: (1) "Come Fly with Us": Playing with Girlhood in the World of Pixie Hollow (Maria Velazquez); (2) Using MMORPGs in Classrooms: Stories vs. Teachers as Sources of Motivation (Mete Akcaoglu); (3) Are Wii Having Fun Yet? (Christina Badman and Matthew DeNote); (4) Beyond Hidden Bodies and Lost Pigs: Student Perceptions of Foreign Language Learning with Interactive Fiction (Joe Pereira); (5) Civilization IV in 7th Grade Social Studies: Motivating and Enriching Student Learning with Constructivism, Content standards, and 21st Century Skills (Solomon Senrick); (6) QRienteering: Mobilising the M-Learner with Affordable Learning Games for Campus Inductions (Christopher Horne); (7) Enhancing Nutritional Learning Outcomes within a Simulation and Pervasive Game-Based Strategy (Mark McMahon); (8) "Sell Your Bargains" or Playing a Mixed-Reality Game to Spice-Up Teaching in Higher Education (Chrissi Nerantzi); (9) Medicina: Methods, Models, Strategies (Amanda Muller and Gregory Mathews); (10) Strategies for Effective Digital Games Development and Implementation (T. Lim, S. Louchart, N. Suttie, J. M. Ritchie, R. S. Aylett, I. A. Stanescu, I. Roceanu, I. Martinez-Ortiz, and P. Moreno-Ger); (11) Learning and Teaching as Communicative Actions: Broken Window as a Model of Transmedia Game Learning (Scott J. Warren and Anjum Najmi); (12) Get Your Head in the Game: Digital Game-Based Learning with Game Maker (Brian Herrig); (13) Elements of Game Design: Developing a Meaningful Game Design Curriculum for the Classroom (Danielle Herro); (14) Game-Making in a Fourth Grade Art Classroom Using Gamestar Mechanic (Michelle Aubrecht); (15) Using Game Design as a Means to Make Computer Science Accessible to Adolescents (Roxana Hadad); (16) 3D GameLab: Quest-Based Pre-Service Teacher Education (Chris Haskell); (17) Preparing Pre-Service Teachers for Game-Based Learning in Schools (Soojeong Lee); (18) Death in Rome: Using an Online Game for Inquiry-Based Learning in a Pre-Service Teacher Training Course (Shannon Kennedy-Clark, Vilma Galstaun and Kate Anderson); (19) Games, Models, and Simulations in the Classroom: Designing for Epistemic Activities (Terence C. Aher and Angela Dowling); (20) The Role of Animations and Manipulatives in Supporting Learning and Communication in Mathematics Classrooms (Lida J. Uribe-Florez and Jesus Trespalacios); (21) It's All in How You Play the Game: Increasing the Impact of Gameplay in Classrooms (Shani Reid, Helene Jennings and Scot Osterweil); (22) Challenges of Introducing Serious Games and Virtual Worlds in Educational Curriculum (C. Ribeiro, J. Pereira, C. Calado, and C. Ferreira); (23) Serious Games for Reflective Learning: Experiences from the MIRROR Project (L. Pannese, M. Prilla, A. Ascolese, and D. Morosini); (24) Evaluating Games in Classrooms: A Case Study with DOGeometry (Gunter Wallner, Simone Kriglstein, and Johannes Biba); (25) Learning with the Support of a Digital Game in the Introduction to Finance Class: Analysis of the Students' Perception of the Game's Ease of Use and Usefulness (M. Romero and M. Usart); and (26) Racing Academy: A Case Study of a Digital Game for Supporting Students Learning of Physics and Engineering (Richard Joiner, Ioanna Iacovides, Jos Darling, Andy Diament, Ben Drew, John Duddley, Martin Owen, and Carl Gavin).
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