Search results for author:"Michele D Dickey"
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Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments
Educational Technology Research and Development Vol. 54, No. 3 (June 2006) pp. 245–263
The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. ...
The Pragmatics of Virtual Worlds for K-12 Educators: Investigating the Affordances and Constraints of "Active Worlds" and "Second Life" with K-12 In-Service Teachers
Educational Technology Research and Development Vol. 59, No. 1 (February 2011) pp. 1–20
The purpose of this study is to address the pragmatics of integrating virtual worlds for teaching and learning for K-12 education. Specifically this qualitative investigation focuses on a reflective dialogue gathered from a group of K-12 (primary...
Game Design and Learning: A Conjectural Analysis of How Massively Multiple Online Role-Playing Games (MMORPGs) Foster Intrinsic Motivation
Educational Technology Research and Development Vol. 55, No. 3 (June 2007) pp. 253–273
During the past two decades, the popularity of computer and video games has prompted games to become a source of study for educational researchers and instructional designers investigating how various aspects of game design might be appropriated,...
Integrating cognitive apprenticeship methods in a Web-based educational technology course for P-12 teacher education
Computers & Education Vol. 51, No. 2 (September 2008) pp. 506–518
The purpose of this study is to investigate the integration of a cognitive apprenticeship model in a Web-based course. The subject of this study is an educational technology course for pre-service P-12 teacher education students. Specifically, this...
Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design
Educational Technology Research and Development Vol. 53, No. 2 (2005) pp. 67–83
Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in "gameplay." These strategies and tactics...
Barriers and Enablers in Integrating Cognitive Apprenticeship Methods in a Web-Based Educational Technology Course for K-12 (Primary and Secondary) Teacher Education
Association for Learning Technology Journal Vol. 15, No. 2 (June 2007) pp. 119–130
The purpose of this study is to investigate the integration of a cognitive apprenticeship model into an educational technology Web-based course for pre-service primary through secondary teacher education. Specifically, this study presents an...
The Impact of Web-Logs (Blogs) on Student Perceptions of Isolation and Alienation in a Web-Based Distance-Learning Environment
Open Learning Vol. 19, No. 3 (November 2004) pp. 279–291
In the rush to promote the use of computer-mediated technologies for both traditional and distance learning, relatively little research has been conducted about learner feelings of isolation, alienation and frustration. More recent technologies such ...
Brave New (Interactive) Worlds: A Review of the Design Affordances and Constraints of Two 3D Virtual Worlds as Interactive Learning Environments
Interactive Learning Environments Vol. 13, No. 1 (2005) pp. 121–137
Three-dimensional virtual worlds are an emerging medium currently being used in both traditional classrooms and for distance education. Three-dimensional (3D) virtual worlds are a combination of desk-top interactive Virtual Reality within a chat...
Computers & Education Vol. 56, No. 1 (January 2011) pp. 200–209
During the past two decades, digital games have become an increasingly popular source of study for academics, educational researchers and instructional designers. Much has been written about the potential of games for teaching and learning, both in...
"Jiselle and the Royal Jelly": Power, Conflict and Culture in an Interdisciplinary Game Design Course
International Journal of Art and Design Education Vol. 29, No. 2 (June 2010) pp. 163–172
With the rising popularity of digital games, a growing number of universities are developing programmes in various areas of digital design and interactive media to meet the needs for game-related courses. Faculty of this emerging field are grappling ...
K-12 Teachers Encounter Digital Games: A Qualitative Investigation of Teachers' Perceptions of the Potential of Digital Games for K-12 Education
Interactive Learning Environments Vol. 23, No. 4 (2015) pp. 485–495
The purpose of this study is to investigate teachers' perceptions of the integration of digital games for K-12 education. Specifically, this qualitative investigation focuses on reflective dialogued gathered from a group of K-12 educators about...