Search results for author:"Hiller Spires"
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Innovate Learning Summit Online 2021 Attendees: if you are looking for papers from this conference, please use this special attendee-only Innovate Learning Summit Online 2021 search
International Journal of Virtual and Personal Learning Environments Vol. 5, No. 2 (April 2014) pp. 69–86
This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had ...
Society for Information Technology & Teacher Education International Conference 2002 (2002) pp. 1949–1950
Before designing web-based learning opportunities for adolescents, there are a few considerations worth noting. Perhaps the most basic of these considerations is the fact that . . . "for middle schoolers, school is primarily a place for making...
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 4409–4418
The proliferation of content generation and sharing through Web 2.0 tools has created what Henry Jenkins refers to as new media literacies. We explore the application of new media literacies through digital media creation with eighth graders. This...
What Students Think About Technology and Academic Engagement in School: Implications for Middle Grades Teaching and Learning
AACE Journal Vol. 17, No. 2 (April 2009) pp. 61–81
Students today live in technology-rich environments that shape their interactions with information and with each other. Children in the 21st century have access to a wide range of technology resources and tools for learning in real-life contexts....
Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 1408–1412
Much of the complication surrounding innovation in any field derives from the fact that the gains from new and creative strategies can only be realized if organizations reconfigure the way they work. In these iterative rounds of change management,...
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1574–1578
Abstract: The Narrative Theater project seeks to contribute to the empirical research for game-based learning by testing the effects of the Narrative Theater on student creativity and writing achievement. In particular, seventh grade students using ...
Reconstructing Our Identities: Virtual Learning Experiences in Reading and Social Studies EducationVirtual Learning Experiences in Reading and Social Studies Education
Society for Information Technology & Teacher Education International Conference 2003 (2003) pp. 3104–3106
In 1995, Turkle explored the territory of virtual personae within virtual communities by posing the question: "Do our real life selves learn lessons from our virtual personae?" (p.177). With Turkle's points in mind, we were intent on exploring the...
The New Learning Ecology of One-to-One Computing Environments: Preparing Teachers for Shifting Dynamics and Relationships
Journal of Digital Learning in Teacher Education Vol. 28, No. 2 (2012) pp. 63–72
Despite growing research and evaluation results on one-to-one computing environments, how these environments affect learning in schools remains underexamined. The purpose of this article is twofold: (a) to use a theoretical lens, namely a new...
Society for Information Technology & Teacher Education International Conference 2001 (2001) pp. 2202–2203
This paper describes the development of Literacy Junction, which is an interactive web site for teachers and students in grades 5-8. Using an interdisciplinary approach to learning, Literacy Junction offers two distinct features: technology-enhanced ...
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 5438–5443
Growing number of people around the world engage in playing computer games, yet the educational system has yet to find substantial ways to capitalize on the potential of game-based learning for academic purposes. The purpose of this paper is to...
RMLE Online: Research in Middle Level Education Vol. 35, No. 10 (2012)
This study focuses on middle grades teachers from the United States and China, the two countries with the highest Internet use, in an attempt to understand both groups' perspectives on integrating new literacies and technologies into their teaching. ...
Creative Synthesis and TPACK: Supporting Teachers Through a Technology and Inquiry-Rich Graduate Degree Program
Contemporary Issues in Technology and Teacher Education Vol. 13, No. 4 (December 2013) pp. 386–418
This study offers a new way to assess TPACK within the context of a graduate program revitalized to focus on new literacies. Whereas previous studies have focused on teacher lesson planning or modeling best practices, our research examines TPACK by...
What middle grade students think about technology and academic engagement in school: Implications for teacher educators.
Society for Information Technology & Teacher Education International Conference 2007 (Mar 26, 2007) pp. 2504–2509
There is growing consensus among policy groups that if current generations of students are to be competitive in the twenty-first century, our education system must be transformed to address the needs of a connected global economy. Students learn...
World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 3799–3806
Abstract: Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential ...
Journal of Adolescent & Adult Literacy Vol. 55, No. 6 (March 2012) pp. 483–493
In light of emerging technologies prompting new avenues for teaching and learning, students are positioned to "create" to learn, with video production being an important process for literacy development. There is a growing need for innovative...
Research and Teaching in Developmental Education Vol. 17, No. 2 (2001) pp. 5–14
Reports on a study at North Carolina State University that examined the use of electronic mail to encourage critical literacy among college developmental reading students. States that randomly selected students were paired with professionals who...
Twenty-First Century Teaching and Learning for Rural and Underserved School Districts: Catalyzing Innovation Through a Service Delivery Technology Platform
Society for Information Technology & Teacher Education International Conference 2006 (Mar 19, 2006) pp. 1794–1799
Abstract: The William and Ida Friday Institute (FI) for Educational Innovation, in collaboration with its education, government, and corporate partners, has developed a service delivery technology platform that will launch the research and outreach...
Topics: Educational Technology
International Journal of Educational Research Vol. 91, No. 1 (2018) pp. 28–40
As our world becomes more connected, globalized education becomes increasingly important. Drawing from educational cosmopolitanism and disciplinary inquiry, this collective case study focused on Chinese and US students’ demonstrations of the four...
Contemporary Issues in Technology and Teacher Education Vol. 12, No. 2 (June 2012) pp. 232–254
As the nation’s economy continues its irrevocable shift from manufacturing toward idea-driven, creative industries, our schools — and the teaching and learning enterprise at the heart of our schools — need to undergo a transformation as well. The...
World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 3815–3819
Abstract: The aim of this research and development project was to examine how Narrative Theatre, an intelligent narrative centered learning environment, impacts writing achievement and self-efficacy when used with sixth grade students. Initial...
Computers & Education Vol. 59, No. 2 (September 2012) pp. 497–504
Many argue that games can positively impact learning by providing an intrinsically motivating and engaging learning environment for students in ways that traditional school cannot. Recent research demonstrates that games have the potential to impact ...
The Case for Social Agency in Computer-based Teaching: Do Students Learn More Deeply When They Interact with Animated Pedagogical Agents?
Cognition and Instruction Vol. 19, No. 2 (2001) pp. 177–213
Five experiments explored a potentially more productive application of educational technology in which an individual learner has the opportunity to develop a social relation with a computer by interacting with an animated pedagogical agent. Results...
Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes
Journal of Educational Computing Research Vol. 44, No. 4 (2011) pp. 453–472
Targeted as a highly desired skill for contemporary work and life, problem solving is central to game-based learning research. In this study, middle grade students achieved significant learning gains from gameplay interactions that required solving...
Direction, magnitude, and constructive chaos: Identifying the vectors of technological change in a college of education
Society for Information Technology & Teacher Education International Conference 2002 (2002) pp. 1700–1707
The faculty of the NC State College of Education (CED) is in the process of transforming its organizational culture to better support educators as they deal with a changing technological landscape. We are developing and refining a model for change...
Society for Information Technology & Teacher Education International Conference 2001 (2001) pp. 1642–1646
Mandatory technology requirements for student teachers have put faculty in teacher education programs in the position of being responsible for a learning environment enriched with technology. This paper addresses the processes being used by NC...
Journal of Research on Technology in Education Vol. 40, No. 4 (2008) pp. 497–515
Growing consensus among policy makers and educators alike suggests that our education system must be transformed to address the needs of a global society as well as the needs of the 21st century student. Often overlooked as a resource, students can...
Candy Beal; Lori Holcomb; John Lee; Meghan Manfra; Kevin Oliver; Carol Pope; P. g. Schrader; Hiller Spires; Carl Young
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 3876–3880
In this symposium, we will present an overview of creative and disciplinary uses of digital video in teacher education. Eight presenters will introduce a theoretical context for their work and vignettes from their projects. Mishra & Koehler’s (2006)...