- Online and Blended Learning
- Educational Games and Gamification
- Innovative Teaching and Learning Methods
- Education and Technology Integration
- Virtual Reality Applications and Impacts
- Impact of Technology on Adolescents
- Digital Games and Media
- Child Development and Digital Technology
- Literacy, Media, and Education
- Online Learning and Analytics
- Gender and Technology in Education
- Digital Storytelling and Education
- Augmented Reality Applications
- Mobile Learning in Education
- Open Education and E-Learning
- Technology-Enhanced Education Studies
- Teacher Education and Leadership Studies
- Family and Disability Support Research
- Visual and Cognitive Learning Processes
- Social Media and Politics
- Educational Environments and Student Outcomes
- Digital literacy in education
- Simulation-Based Education in Healthcare
- Education and Learning Interventions
- Autism Spectrum Disorder Research
Kent State University
2016-2025
Information Technology Laboratory
2022
Division of Undergraduate Education
2022
University of Florida
2003-2014
Florida College
2002-2014
University of California, Berkeley
2008
University of Michigan
2002
Michigan State University
1998-2000
Abstract Past and present research has provided evidence to support the claim that technologies for teaching learning must be pedagogically sound. However, educational are also part of a complex process involving people in implementation innovation. In this paper, I review existing explain what both those claims entail technology. remainder discuss agenda related need provide technology innovations successful process. Implications three‐part model as well discussion importance technological...
The global COVID-19 pandemic has changed our lives in countless ways. This included the move to emergency remote learning for PreK-12 and post-secondary education around world. While school districts institutions originally anticipated relatively brief closures, impact of resulted extensive periods teaching learning. Many K-12 higher had teach online almost all spring semester (2020); they have also added contingency plans future instruction summer 2020-2021 academic year. As we beyond...
Katherine A. Auger, MD, MSc; Samir S. Shah, MSCE; Troy Richardson, PhD; David Hartley, PhD, MPH; Matthew Hall, Amanda Warniment, MD; Kristen Timmons, MS; Dianna Bosse, BA; Sarah Ferris, Patrick W. Brady, C. Schondelmeyer, Joanna E. Thomson, MPH
THE INTEREST IN NEW MEDIA FOR teaching and learning has highlighted the potential of innovative software hardware for education. This included laptops, hand-helds, wireless systems Web-based environments. Most recently, however, this interest focused on blogs blogging. Weblogs, or blogs, are Web pages often likened to online personal journals. They noted being unedited, published voice people (Winer 2003). Winer provides a more technical definition, suggesting that Weblog is hierarchy text,...
The results of a meta-analysis 20 research articles containing 89 effect sizes related to the use digital tools and learning environments enhance literacy acquisition for middle school students demonstrate that technology can have positive on reading comprehension (weighted size 0.489). Very little has focused other important aspects reading, such as metacognitive, affective, dispositional outcomes. evidence permits conclusion there is reason be optimistic about using in middle-school...
Use of video as a representation practice in teacher education is commonplace. The current study explored the use new format (360 video) context preservice teachers’ professional noticing. Findings suggest that teachers viewing 360 videos attended to more student actions than their peers standard video. In addition, using virtual reality headset view led different patterns where looked recorded classroom, and increased specificity mathematics content from scenario. Thus, findings results...
Generative artificial intelligence tools, such as ChatGPT, have been rapidly revolutionizing the world in many contexts, including education. This study aims to report on early adopters' perspectives, attitudes, sentiments, and discourses regarding general educational use of ChatGPT using Twitter data. Data were retrieved from November 2022 February 2023 two datasets created. The dataset contained 2,282,289 tweets while had 181,006 tweets. Text mining, sentiment analysis, topic modeling...
Abstract The use of video is commonplace for professional preparation in education and other fields. Research has provided evidence that the these contexts can lead to increased noticing reflection. However, educators now have access evolving forms such as 360 video. purpose this study was adapt validate an instrument assessing immersive undergraduate preservice teacher university training program. Data validity Extended Reality Presence Scale (XRPS) research development. Moreover, from...
Abstract Augmented Reality (AR) is increasingly being adopted in education to foster engagement and interest a variety of subjects content areas. However, there scarcity instruments measure the instructional impact this innovation. This article addresses gap two unique ways. First, it presents validation results Presence Scale (ARPS), which was created evaluate presence augmented learning environments. Using Rasch Rating Model, ARPS validated with 90 college students involved an AR...
Background Nursing students increasingly are working as nursing assistants (NA) while pursuing their education. The literature discusses both the stressors and benefits of an NA during school; however, there is limited research on direct effects having experience school. Method This repeated measures study examined grade point average, anxiety levels, clinical judgment in simulation among undergraduate students. Results No significant differences were found average or levels between with...
This study explored student learning in the context of innovative biotechnology curricula and effects gaming as a central element experience. The quasi-experimentally designed compared outcomes between two curricular approaches: One built around computer-based game, other narrative case. research questions addressed basic biological principles, development interest science, how game-based approach to nongame-based terms supporting learning. employed pre–post design with 1,888 high school...