Search results for author:"Karla Kingsley"
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Karla Kingsley
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Karla Kingsley
University of New Mexico
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Preservice Teachers' Perceptions of Interactive Multimedia and Web 2.0 Tools for Differentiated Instruction and Assessment
Karla Kingsley
Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 3943–3946
The fostering of digital literacy skills is an important aspect of teacher preparation. This case study offers insights into preservice teachers’ experiences designing and producing instructional materials and assessments using interactive Web 2.0...
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Teaching 21st Century Skills through Educational Video Games
Karla Kingsley
Global Learn 2012 (Nov 06, 2012) pp. 176–181
This paper has two primary purposes. The first is to describe a framework for teachers and teacher educators for utilizing electronic games to cultivate the 21st century skills required for full participation in a global, networked society....
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Teaching Social Justice Concepts Through Popular Culture and Social Media
Karla Kingsley
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 1290–1295
This paper describes the use of Web 2.0 tools, including social networking spaces, by preservice and inservice teachers enrolled in an undergraduate introductory instructional technology class. As they gained familiarity with interactive...
Topics: Networking Technologies, K-12 Teachers and School Leaders Related, New Possibilities with Information Technologies, Equity & Social Justice
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Examining the Literature on Risks Associated with Video Games
Karla Kingsley
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 2177–2183
Studies examining whether or not videogames lead to aggression and violence in the real world are often rooted in the assumption that an inherent, causal relationship exits between violent video game play and violent behavior. Scrutiny of the...
Topics: Information Literacy Education (Library & Media Science), Video, Graduate Education & Faculty Development, Games, Behavior
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Technology to Enhance Academic Literacy through Cultural Awareness
Karla Kingsley; John Unger
Global TIME 2011 (Feb 22, 2011) pp. 306–309
Abstract: This professional practice paper describes a series of technology-enhanced activities designed to scaffold students’ understanding of academic reading, writing, and thinking. The authors provide specific strategies for enhancing students’...
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Video Games for Engaged Learning and Prosocial Behavior
Karla Kingsley; Daniel Olufemi
Society for Information Technology & Teacher Education International Conference 2015 (Mar 02, 2015) pp. 784–789
Researchers studying the effects of video game play are generally of two minds: critics of video games and their influence on players, and proponents who contend that video games can have beneficial effects on those who play them. Proponents of...
Topics: Video, Games, Behavior, Games & Simulations
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A quantitative investigation of American history software on middle school student achievement scores
Karla V. Kingsley
A quantitative investigation of American history software on middle@school@student achievement@scores (2005) pp. 1–153
The purpose of this quasi-experimental study was to examine whether student use of the Ignite! Early American History software significantly affected student outcome achievement scores on a standards-based assessment. Students in three urban middle...
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Classroom Teachers' Experiences with Critical Inquiry and Multimedia Literacy
Karla Kingsley; John Unger
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 4195–4200
This qualitative study followed a group of classroom teachers as they explored the instructional possibilites of teaching with and about multimedia and popular culture, and their efforts to integrate critical multimedia literacy into their teaching. ...
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Effects of Multimedia Software on Achievement of Middle School Students in an American History Class
Karla V. Kingsley; Randall Boone
Journal of Research on Technology in Education Vol. 41, No. 2 (2008) pp. 203–221
This study investigated social studies achievement as a result of utilizing a multimedia-based American history software program (Ignite Early American History, 2003) to augment textbook and lecture materials for seventh-grade middle school history ...
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Web 2.0 Tools for Authentic Instruction, Learning, and Assessment
Karla V. Kingsley; Jonathan Brinkerhoff
Social Studies and the Young Learner Vol. 23, No. 3 (2011) pp. 9–13
Student-centered instruction incorporating authentic assessments can provide an alternative instructional model. Student-centered instruction generally requires learners to take on alternate roles such as that of historian, advocate or op-ed writer...
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Exploring WWII Heroes Through Digital Stories
Karla Kingsley; Rebecca Sanchez; Margo Collier
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 1569–1572
Abstract: As teacher educators, we work with K-12 teachers to develop instructional practices and assessment methods that position students as empowered creators of knowledge. Whenever possible, we integrate 21st century learning skills that blend...
Topics: Participatory/contributory communities, Digital and social media for engaging youth about cultures, Learning technologies for transformational change
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Teacher Beliefs About Educational Software: A Delphi Study
Diana L. Williams; Randall Boone; Karla V. Kingsley
Journal of Research on Technology in Education Vol. 36, No. 3 (2004) pp. 213–229
A Delphi method was used to determine the extent to which current educational software was meeting the needs of teachers; as well as what changes needed to occur in educational software to make it more effective. Five overarching themes emerged: (a) ...