Search results for author:"Brett E Shelton"
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Technology, Knowledge and Learning Vol. 21, No. 1 (2016) pp. 21–32
Predicting which students enrolled in graduate online education are at-risk for failure is an arduous yet important task for teachers and administrators alike. This research reports on a statistical analysis technique using both static and dynamic...
An Examination of the Changes in Science Teaching Orientations and Technology-Enhanced Tools for Student Learning in the Context of Professional Development
International Journal of Science Education Vol. 36, No. 11 (2014) pp. 1815–1848
This research examines how science teaching orientations and beliefs about technology-enhanced tools change over time in professional development (PD). The primary data sources for this study came from learning journals of 8 eighth grade science...
Research in Science Education Vol. 43, No. 5 (October 2013) pp. 2035–2057
This qualitative study examines teacher orientations and technology-enhanced tools for student learning within a science literacy framework. Data for this study came from a group of 10 eighth grade science teachers. Each of these teachers was a...
Exploring the Relationships between Tutor Background, Tutor Training, and Student Learning: A Problem-Based Learning Meta-Analysis
Interdisciplinary Journal of Problem-based Learning Vol. 7, No. 1 (2013) pp. 40–66
Despite years of primary research on problem-based learning and literature reviews, no systematic effort has been made to analyze the relationship between tutor characteristics and student learning outcomes. In an effort to fill that gap the...
Science Activities: Classroom Projects and Curriculum Ideas Vol. 50, No. 3 (2013) pp. 90–98
Gaming, an integral part of many students' lives outside school, can provide an engaging platform for focusing students on important disciplinary core concepts as an entry into developing students' understanding of these concepts through science...
Visual Perspectives within Educational Computer Games: Effects on Presence and Flow within Virtual Immersive Learning Environments
Instructional Science: An International Journal of the Learning Sciences Vol. 39, No. 3 (May 2011) pp. 227–254
The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by ...
Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games
Educational Technology Research and Development Vol. 59, No. 1 (February 2011) pp. 113–138
We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an...
Simulation & Gaming Vol. 41, No. 4 (August 2010) pp. 607–629
As 3D digital game-based learning (3D-DGBL) for the teaching of literature and history gradually gains acceptance, important questions will need to be asked regarding its method of design, development, and deployment. This article offers a synthesis ...
Computer Assisted Language Learning Vol. 22, No. 5 (December 2009) pp. 409–424
The essay reports on a mixed-methods study using an interactive fiction (IF) game to teach German vocabulary, reading, and culture to university students. The study measured knowledge retention and transfer, and evaluated the attitudes of students...
Journal of Interactive Learning Research Vol. 19, No. 4 (October 2008) pp. 663–684
The overwhelming success of the commercial game market has brought increased attention to emerging work in educational game design. Much of the existing work in educational games has a strong similarity to the field of Problem-Based Learning (PBL),...
Challenges, Frustrations and Triumphs of Remixing an Open Source Game Engine for Educational Purposes
TechTrends: Linking Research and Practice to Improve Learning Vol. 52, No. 5 (September 2008) pp. 32–37
The use, reuse, and remixing of commercial games has influenced the field of educational gaming. Part of this influence is felt though a number of popular game engines whose code has been released for the creation of games by other groups. This...
Educational Technology & Society Vol. 11, No. 1 (2008) pp. 118–131
There exists an increasingly attractive lure of using virtual reality applications for teaching in all areas of education, but perhaps the largest detriment to its use is the intimidating nature of VR technology for non-technical instructors. What...
How augmented@reality @?helps students @?learn dynamic@spatial@relationships (2003) pp. 1–367
Students have difficulty learning dynamic spatial relationships with traditional methods such as text and 2D diagrams. Similarly, instructors have grappled with different ways to present 3D content effectively to their students. My research begins...