Search results for author:"Jason Siko"
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Testing the Waters: An Analysis of the Student and Parent Experience in a Secondary School’s First Blended Course Offering
The Journal of Distance Education / Revue de l'ducation Distance Vol. 29, No. 2 (Nov 11, 2014)
In this study, the perceptions of parents (n = 14) and students (n = 47) enrolled in a blended learning course, the first of its kind at their school, were examined. Student performance in the blended and in the traditional portion of the course was ...
Are They Climbing the Pyramid? Rating Student-Generated Questions in a Game Design Project / Grimpent-ils la pyramide? Évaluation des questions produites par les étudiants dans un projet de conception de jeux
Canadian Journal of Learning and Technology / La revue canadienne de l’apprentissage et de la technologie Vol. 39, No. 1 (Feb 22, 2013)
Researchers have examined the use of homemade PowerPoint games as an instructional technique to improve learning outcomes. However, test data have shown no significant difference in performance between high school chemistry students who created...
Game design and homemade PowerPoint games: An examination of the justifications and a review of the research
Journal of Educational Multimedia and Hypermedia Vol. 22, No. 1 (February 2013) pp. 81–108
Research on educational games often focuses on the benefits that playing games has on student achievement. However, there is a growing body of research examining the benefits of having students design games rather than play them. Problems with...
Journal of Interactive Learning Research Vol. 25, No. 3 (July 2014) pp. 427–448
Using Homemade PowerPoint games as an instructional strategy incorporates elements of game design and constructionism in the classroom using Microsoft PowerPoint, which is ubiquitous in schools today. However, previous research examining the use of ...
European Journal of Open, Distance and E-Learning Vol. 1 (2011)
While much of the growth in the popularity of virtual schooling has involved at-risk students, little research exists on the experiences of these students in this largely independent setting. This paper describes a case study of an at-risk student...
Building a Better Mousetrap: How Design-Based Research Was Used to Improve Homemade PowerPoint Games
TechTrends: Linking Research and Practice to Improve Learning Vol. 60, No. 5 (2016) pp. 419–424
This paper is a review of a three-cycle, design-based research study that explored the relationship between the pedagogical research and the actual implementation of a game design project using Microsoft PowerPoint. Much of the initial literature on ...
Journal of Computers in Mathematics and Science Teaching Vol. 30, No. 3 (July 2011) pp. 303–320
To date, research involving homemade PowerPoint games as an instructional tool has not shown statistically significant gains in student performance. This paper examines the results of a study comparing the performance of students in a high school...
Computers in the Schools Vol. 29, No. 4 (2012) pp. 339–354
While researchers are examining the role of playing games to learn, others are looking at using game design as an instructional tool. However, game-design software may require additional time to train both teachers and students. In this article, the ...
Qualitative Report Vol. 17 (2012)
Despite a large increase in the number of students enrolled in online courses, published research on student experiences in these environments is minimal. This article reports the narrative analysis of a series of interviews conducted with a female...
The Challenges of Integrating Mobile Technology in the Classroom Examining an iPad Professional Development Project
Journal on School Educational Technology Vol. 12, No. 3 (2017) pp. 22–33
The iPad is a tool that could change the way in which teachers prepare and deliver instruction in the K-12 environment. But, while proponents tout its capabilities, school administrators run the risk of purchasing yet another tool without...