Search results for author:"Scott J. Warren"
Total records matched: 12 Search took: 0.465 secs
You may get more results with author:"Scott J. Warren".
The impact of a multi-user virtual environment on teacher instructional time, voluntary student writing practice, and student writing achievement
The impact of a @?multi-user virtual@environment on teacher instructional@time, @?voluntary student writing @?practice, and student writing achievement (2006) pp. 1–267
Two major obstacles to using PBL methods in K-12 classrooms are the time it takes to design the rich learning environment and the time required for students to interact at their own pace with ill-structured problems. The focus of this study was to...
Journal of Educational Technology Vol. 5, No. 2 (2008) pp. 32–43
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional...
American Journal of Distance Education Vol. 32, No. 3 (2018) pp. 161–176
With increased online course offerings at most higher education institutions, it is important to have a way to determine whether the courses continue to have value to students or outlived their usefulness. Courses are the central means of knowledge...
Examining Self-regulated Learning in Post secondary Learners through Problem based Learning (PBL) and Game play
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 575–582
Helping college students to deal with real-world problems in complex and dynamic situations who can make reasoned and reflective decisions, is one of the essential goals for higher education. When students take responsibility for managing their own...
Computers & Education Vol. 58, No. 1 (January 2012) pp. 397–412
As higher education institutions seek to improve undergraduate education, initiatives are underway to target instructional methods, re-examine curricula, and apply innovative technologies to better engage students with content. This article...
A MUVE towards PBL Writing: Effects of a Digital Learning Environment Designed to Improve Elementary Student Writing
Journal of Research on Technology in Education Vol. 41, No. 1 (2008) pp. 113–140
Two major obstacles to using problem-based learning methods with writing in elementary school classrooms are the time it takes to design the learning environment and the time required for students to interact at their own pace with ill-structured...
Journal of Educational Technology Vol. 7, No. 1 (2010) pp. 40–51
The purpose of this paper is to discuss one instructional design that leverages problem-based learning and game structures as a means of developing innovative higher education courses for students as responsive, lived experiences. This paper reviews ...
Rural Educator Vol. 28, No. 1 (2006) pp. 9–16
The requirements of the No Child Left Behind Act of 2001 (NCLB) have presented special challenges and opportunities for rural schools (Reeves, 2003). Researchers have suggested that one way rural schools may be able to overcome these challenges is...
TechTrends: Linking Research and Practice to Improve Learning Vol. 58, No. 4 (July 2014) pp. 19–26
This article discusses a systemic change that expanded the doctorate in Learning Technologies at the University of North Texas to include a distributed option, delivered primarily online. It provides an overview of the development process from...
A Look inside a MUVE Design Process: Blending Instructional Design and Game Principles to Target Writing Skills
Journal of Educational Computing Research Vol. 40, No. 3 (2009) pp. 295–321
The number of games, simulations, and multi-user virtual environments designed to promote learning, engagement with subject matter, or intended to contextualize learning has been steadily increasing over the past decade. While the use of these...
Sasha A. Barab; Brianna Scott; Sinem Siyahhan; Robert Goldstone; Adam Ingram-Goble; Steven J. Zuiker; Scott Warren
Journal of Science Education and Technology Vol. 18, No. 4 (August 2009) pp. 305–320
Drawing on game-design principles and an underlying situated theoretical perspective, we developed and researched a 3D game-based curriculum designed to teach water quality concepts. We compared undergraduate student dyads assigned randomly to four...
Emerging Technologies for Informal Learning: Transforming Traditional Education from the Inside and the Outside, Part 1 Coordinators: Curt Bonk, Professor, Indiana University and Mimi Miyoung Lee, Associate Professor, University of Houston
Scott Warren; Priya Nihalani; Paul Kim; Ke Zhang; George Veletsianos; Curtis J. Bonk; Ana-Paula Correia; Mimi Miyoung Lee
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 4917–4924
Overall Abstract: During the past decade, there has been an increased interest and attention given to mobile learning, game-based learning, and digital books. In many ways, these three trends are interconnected as learners play games and read books...