Search results for author:"Peter Schrader"
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Does Multimedia Theory Apply to all Students? The Impact of Multimedia Presentations on Science Learning
Journal of Learning and Teaching in Digital Age Vol. 1, No. 1 (Feb 09, 2016) pp. 32–46
In K-12 school settings in the United States, there is a preponderance of information delivered via multimedia to students everyday (e.g., visual aids found in science textbooks, electronic tablets, streamed video content, web pages, animations, and ...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2019 (Nov 04, 2019) pp. 1355–1363
Virtual reality (VR) has proven itself to be a viable and ecologically valid tool for learning. In an educational context, simulated environments allow users to engage in an extensive range of learning activities such as exploring the global...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 4757–4766
There remains a gap between what students are expected to do in a global, knowledge-based society and what they are trained to do (Apple, 2007; Gee, 2006; PIP, 2008). Numerous efforts have been undertaken to address this, including professional...
Breaking SPORE: Building Instructional Value in Science Education using a Commercial, Off-the Shelf Game
Journal of Learning and Teaching in Digital Age Vol. 1, No. 1 (Feb 09, 2016) pp. 63–73
This investigation explored an alternative method of technology integration and ways to enable educators to judiciously use a wider range of games in their classrooms. Although many games have been created with educational objectives in mind (e.g.,...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 2618–2625
This study aimed to address the general concern that games and simulations are not necessarily linked to scientific content, nor do they necessarily promote scientific understanding. In the worst case, games or simulations like Spore may be based on ...
Journal of Technology and Teacher Education Vol. 19, No. 3 (October 2011) pp. 261–286
Videogames have become a cultural and commercial phenomenon across the globe. Researchers and educators have been working to understand how to leverage these tools in education. However, there are few training opportunities that focus on the...