Search results for author:"Kevin Clark"
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George Mason University
Urban Education Vol. 40, No. 4 (July 2005) pp. 430–445
The goal of this exploratory research study was to use the self-directed learning framework in a nonformal learning environment to determine how an underserved community would use technology. The factors that support self-directed learning in a...
Impact of Technology on the Academic Self-Efficacy and Career Selection of African American Students
Information Technology in Childhood Education Annual Vol. 2003, No. 1 (2003) pp. 79–89
With the continuing debate of the use and impact of technology on young children, this article examines the impact on technology on the academic self-efficacy and career intentions of African American students. The results from this study may be...
Journal of Technology and Teacher Education Vol. 14, No. 3 (July 2006) pp. 481–499
The Delphi method was used to generate practices regarding the use of technology in high schools. In addition to generating the practices, teacher leaders, administrators, researchers, and policymakers were asked to rate and come to consensus...
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) p. 439
Defense Acquisition University (DAU), a recognized leader in providing comprehensive learning assets to the Department of Defense (DoD) Acquisition, Technology & Logistics (AT&L) workforce and other organizations, has partnered with the George Mason ...
Journal of STEM Education Vol. 13, No. 2 (April 2012) pp. 45–57
The rapid growth and short history of e-Learning technologies and the desire to see these technologies integrated into the learning process have caused a lack of specific guidance and firm foundation of principles on which to base instructional...
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 2911–2920
Tools that allow learners to design video games, and/or components used in games represent a growing area of educational media. But supporting students’ learning involves more than teaching students to use software. In this paper, we describe the ...
Multicultural Education & Technology Journal Vol. 3, No. 4 (2009) pp. 256–265
Purpose: The purpose of this paper is to outline an instructional design approach for further development of an African ancestry learning center in order to enhance its educational utility. This is being done in an effort to use technology in...
Language Awareness Vol. 24, No. 1 (2015) pp. 38–59
Evaluative reactions to language stimuli are presumably dynamic events, constantly changing through time as the signal unfolds, yet the tools we usually use to capture these reactions provide us with only a snapshot of this process by recording...
Journal of Educational Multimedia and Hypermedia Vol. 19, No. 2 (April 2010) pp. 125–145
The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation’s Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle ...
Computers & Education Vol. 30, No. 3 (1998) pp. 157–67
Describes how to construct questions to test all cognitive levels of learning for a course in introductory programming. The framework for learning is based on Bloom's taxonomy. Practical advice is given through examples and by describing a computer...
The Effects of the Flipped Model of Instruction on Student Engagement and Performance in the Secondary Mathematics Classroom
Journal of Educators Online Vol. 12, No. 1 (January 2015) pp. 91–115
In many of the secondary classrooms across the country, students are passively engaged in the mathematics content, and academic performance can be described, at best, as mediocre. This research study sought to bring about improvements in student...
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1555–1563
With 200 students in a Saturday and summer game design program, we focus on how scientific inquiry emerges from students designing game components using 3-D modeling and animation. We argue that the game design process has particular pedagogical...
Computers & Education Vol. 23, No. 4 (1994) pp. 277–84
Explains how modern programming systems empower beginning college students taking computer literacy courses; provides suggestions for designing courses and on the selection of appropriate software; and gives examples of course content and of...
TechTrends: Linking Research and Practice to Improve Learning Vol. 48, No. 4 (2004) pp. 52–55
Many developing countries are moving forward and implementing information communication technology (ICT) initiatives to improve their citizens' access to education, increase the quality of education, and implement educational reform. Because of the...
Effect of Different Types of Computer-Assisted Feedback Strategies on Achievement and Response Confidence
International Journal of Instructional Media Vol. 25, No. 1 (1998) pp. 55–63
This study examined the effects of different types of computer-assisted feedback strategies (knowledge of correct response, knowledge of response, and elaborative) and different types of information (facts, concepts, and principles) on student...
Journal of Computers in Mathematics and Science Teaching Vol. 21, No. 1 (2002) pp. 67–76
The purpose of this study was to conduct a qualitative and quantitative analysis of usage patterns at a virtual museum, a web-based learning environment. Specifically, this study sought to examine extant documents to profile users interaction...
Journal of Interactive Online Learning Vol. 3, No. 4
The purpose of this study was to examine the impact of an online learning environment on student computer use, classroom/school activities, and parental involvement. An online learning environment was created with the goals of giving students access ...
Journal of STEM Education Vol. 18, No. 5 (Feb 15, 2018)
Over the past decade, teacher autonomy within the formal educational system has been a central topic of discussion among educational stakeholders. Research has indicated that teacher influence has an identifiable relationship with teacher retention, ...
Computers in the Schools Vol. 28, No. 3 (2011) pp. 228–240
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video...
Learning, Media and Technology Vol. 40, No. 4 (2015) pp. 412–436
Despite multiple efforts and considerable funding, historically marginalized groups (e.g., racial minorities and women) continue not to enter or persist in the most lucrative of fields--technology. Understanding the potency of culturally responsive...
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 2760–2764
This paper describes a video game design class that places students in the role of designers as they create educational games based on science concepts. Students explored Immune Attack, a game from the Federation of American Scientists, which...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1269–1277
Children from under-resourced areas are less likely to attend schools with advanced level computer science courses than those in more affluent schools. Girls of color enter technology fields at a lower rate than White females. Perhaps responsively, ...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 4097–4104
Despite the growing number of students of color entering our k-12 public schools African American, Native American, and Hispanic youngsters enter technology/ICT careers in far fewer numbers than their White counterparts. Intersect social class and ...
Pattern of Task Interpretation and Self-Regulated Learning Strategies of High School Students and College Freshmen during an Engineering Design Project
Oenardi Lawanto; Deborah Butler; Sylvie C. Cartier; Harry B. Santoso; Wade Goodridge; Kevin N. Lawanto; David Clark
Journal of STEM Education Vol. 14, No. 4 (2013) pp. 15–27
The objective of this exploratory study was to describe patterns in self-regulated learning (SRL) for both high school students and college freshmen while engaged in a design activity. The main research question guiding this study was: How did high...