Search results for author:"Elizabeth Bagley"
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University of Illinois at Urbana-Champaign
The assessment and validation of mathematic fluency using computer@-based chronometric@analysis (2006) pp. 1–123
Fluency has been described as the foundation of all things we do well. Whether we are referring to reading, mathematics or driving a car, the sub-components of these tasks must be fluent if we are to be competent in these domains. The purpose of...
Journal of Interactive Learning Research Vol. 26, No. 4 (October 2015) pp. 369–393
This paper examines how learning happened in an interactive studio setting using the theories and methods of educational ethnography. The study begins with a review of the education literature on the acquisition of professional education and...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (2004) pp. 7–13
The mission of IBM Technical Learning is to quickly and effectively align the technical skills of hundreds of thousands technical employees with key strategic corporate initiatives. In September of 2003, IBM launched Technology at a Glance, a...
Journal of Technology and Teacher Education Vol. 9, No. 2 (2001) pp. 211–230
Professional organizations in many subject areas have em-phasized changing the way subject matter is taught by active-ly involving students in critical thinking, problem-solving, decision-making, and exploration. One way to accomplish this is with...
E-Learning and Digital Media Vol. 10, No. 4 (2013) pp. 420–441
This article explores the processes of writing in science and in particular the "complex performance" of writing a scientific argument. The article explores in general terms the nature of scientific argumentation in which the author...
Elizabeth Bagley-Woodward; Karen Orenstein; Patricia Kanode; Kevin Lane; Tom Warner; John M. Crotty; Micah White
World Conference on Educational Media and Technology 2006 (June 2006) pp. 977–983
This paper describes a game-based simulation approach to e-learning used as part of an overall program to drive culture and business process changes. A modularized blend of non-branching interactive stories and diagnostic game-based features...
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 4330–4337
This paper describes an approach to affordably integrating quality gaming capabilities into a learning experience that has been dynamically constructed from existing learning objects by a learner, content developer, or instructional designer. The...
Society for Information Technology & Teacher Education International Conference 1999 (1999) pp. 1555–1560
Reform efforts in the social studies have stressed a need to change the manner in which social studies has been taught and learned including role-playing, simulations, and other activities that go beyond textbooks while involving students in...
Topics: Social Studies
Social Education Vol. 64, No. 3 (2000) pp. 152–55
Describes two exercises that utilize computers and the Internet in the social studies classroom: (1) virtual field trips; and (2) the virtual newsroom. Offers an example virtual field trip focusing on Mount Vernon (Virginia) and includes a virtual...