Search results for author:"Barbara Chamberlin"
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NMSU Media Productions
Society for Information Technology & Teacher Education International Conference 2001 (2001) pp. 26–30
Adobe Photoshop is a powerful image-editing program with extended capabilities. Unfortunately, the power and versatility of the program can result in teacher training that is too broad, difficult to apply immediately to classroom resource...
Society for Information Technology & Teacher Education International Conference Vol. 2015, No. 1 (Mar 03, 2015)
Though transformational, serious and educational games have been used for some time, research and wide-spread school-based integration on games are being met with increased enthusiasm. Dr. Chamberlin will share some of the latest research on game...
Creating entertaining games with educational content: Case studies of user experiences with the children's Website, Food Detectives Fight Bac!®
Creating entertaining games with educational content: Case studies<p>of user experiences with the children's Website, <italic>Food Detectives Fight Bac!</italic><super>®</super> (2003) pp. 1–182
This study reviews the gaming and entertainment preferences of 5 children ages 8 to 12 as they use a children's website on food-borne illness— The Food Detectives Fight BAC! ® Children were observed while using the...
Society for Information Technology & Teacher Education International Conference 2003 (2003) pp. 2086–2089
Presentation software can have an important role in the classroom, especially when used to facilitate learning, rather than re-iterate talking points. Authors outline four guidelines for using presentation software in pre-service education programs...
T.H.E. Journal Vol. 32, No. 3 (Oct 01, 2004)
School-based technology specialists go by many names: technology coordinators, technology integration specialists, technology support specialists, instructional technology coordinators, technology mentor teachers, curriculum technology partners,...
Collaboration, Engagement & Fun: How Youth Preferences in Video Gaming Can Inform 21st Century Education
TechTrends: Linking Research and Practice to Improve Learning Vol. 55, No. 6 (November 2011) pp. 49–54
In this content analysis study, researchers explored middle school students' preference for playing video games and the possible implications for learning environments. During two-week, summer sessions, learners played videos games and answered...
Measurement in Learning Games Evolution: Review of Methodologies Used in Determining Effectiveness of "Math Snacks" Games and Animations
Technology, Knowledge and Learning Vol. 21, No. 2 (2016) pp. 155–174
This article captures the evolution of research goals and methodologies used to assess the effectiveness and impact of a set of mathematical educational games and animations for middle-school aged students. The researchers initially proposed using a ...
Journal of Computers in Mathematics and Science Teaching Vol. 35, No. 2 (April 2016) pp. 173–193
This paper shares the findings of an experimental study measuring the effect of four educational games and related inquiry-based activities on students’ understandings of ratios, coordinate plane, and number systems including fractions and decimals. ...