Search results for author:"Richard Green"
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The comparative effects of computer-mediated interactive instruction and traditional instruction on music achievement in guitar performance
(2003) pp. 1–338
The purpose of this study was to investigate the comparative effects of computer-mediated interactive instruction and traditional instruction on music achievement in guitar performance. The researcher examined practical and pedagogical issues...
Agricultural Science Teachers Perception of Technology in Their Instructional Practices in South Texas
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 745–753
As the population of the world increases and the number of farms decrease, there are growing demands for food production on an aging population of farmers. With the next generation of potential agricultural science students deeply involved in...
Topics: Implementation Examples & Issues
Developing a Rubric for the Evaluation of 5th-12th Grade Science Mobile Applications: The Design of MASS
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 2332–2340
This paper details the process of creating, developing and testing a mobile science application rubric so as to aid secondary science classroom teachers in selecting and rating science applications for a K-12 student target population and its...
Simulation & Gaming Vol. 42, No. 1 (February 2011) pp. 100–117
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed,...
Comparing computer game and traditional lecture using experience ratings from high and low achieving students
Australasian Journal of Educational Technology Vol. 28, No. 4 (Jan 01, 2012)
Computer games are purported to be effective instructional tools that enhance motivation and improve engagement. The aim of this study was to investigate how tertiary student experiences change when instruction was computer game based compared to...
Active Learning in Higher Education Vol. 12, No. 1 (March 2011) pp. 45–56
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences...
Computers & Education Vol. 75, No. 1 (June 2014) pp. 65–71
Tablets devices for student use present several advantages over laptops and desktops including portability, touch-screen features and numerous applications. However, the magnitude of apps available also presents a challenge for secondary science...