ethanporcaro/eric-fulltext-meta huggingface dataset:
A Culture of Success--Examining School Culture and Student Outcomes via a Performance Framework
Author: Ohlson, Matthew
Date: 2016-00-00
Type: Journal Articles
Subjects: School Culture,Teacher Effectiveness,Attendance,Suspension,Public Schools,Instructional Leadership,Teacher Characteristics,School Surveys,Statistical Analysis,Correlation,Multiple Regression Analysis

This study is a report of the relationship between a collaborative school culture, teacher quality and the influence these variables have upon student attendance and suspensions. The research is based upon data gathered from 50 public schools throughout the southeastern United States. Surveys were administered to examine teacher quality characteristics, elements of educational leadership, and components of a collaborative school culture. Data were analyzed in relation to teacher input characteristics such as certification, years teaching, percentage teaching out of field, and highest degree obtained. The findings revealed that as teacher collaboration increased, the model predicted that student suspensions would decrease by 6.709%. In addition, the model predicted that when the percentage of out-of-field teachers within a school increased, student suspensions would decrease by 0.16%. Finally, as the percentage of non-certified teachers within a school increased, the student suspension percentage increased by 0.22%. The findings offer valuable insight into the characteristics of quality teaching and school culture that demonstrate the greatest impact on student attendance and suspensions and may influence educational policy, teacher training, educational leadership, and school reform initiatives.
Socioeconomic Status and Its Effect on Teacher/Parental Communication in Schools
Author: Ankrum, Raymond J.
Date: 2016-00-00
Type: Journal Articles
Subjects: Socioeconomic Status,Parent Teacher Conferences,Parent Teacher Cooperation,Interpersonal Communication,Likert Scales,Parent Participation,Teacher Participation,Parent School Relationship,Hypothesis Testing,Surveys

The power of communication and community engagement utilized by teachers to actively involve parents and guardians in the educational process of their children is essential to the growth of the students. An important component to student motivation is a teacher's ability to leverage parental/guardian relationships. A teacher's ability to form partnerships with parents to help motivate student achievement is an unmeasurable intangible. Teacher interactions with parents/guardians can make or break the student's relationships with the teachers. Teachers should think of parents as thought-partners in providing rigorous, meaningful education to students. Parents should think of teachers as extended family to students. The partnership between parent and teacher should bridge the gap in the child's education. Extraneous factors such as the Socio-economic status of families should never play a role in how teachers communicate with parents.
Fishing for Learning with a Podcast Net
Author: Hargis, Jace
Date: 2008-00-00
Type: Journal Articles
Subjects: Web 2.0 Technologies,Video Technology,Teaching Methods,Learning Strategies,Educational Technology,Technology Uses in Education,Educational Development,Electronic Publishing

Communicating through the internet has quickly evolved from email, listservs, discussion boards, instant messaging, blogging and now to podcasting. Many of these communication tools have been exploited by the educational community and the latter appears to be no exception. This paper will share background on blogs and podcasts as well as real-world samples, academic examples and a plan to use podcasts as a teaching and learning tool.
New Desktop Virtual Reality Technology in Technical Education
Author: Ausburn, Lynna J.
Date: 2008-00-00
Type: Journal Articles
Subjects: Computer Simulation,Educational Benefits,Technological Advancement,Technology Uses in Education,Technical Education,Instructional Design,Instructional Effectiveness,Evidence,Educational Technology,Universities,Cognitive Processes,Difficulty Level,Short Term Memory,Self Efficacy,Learning Theories,Statistical Analysis

Virtual reality (VR) that immerses users in a 3D environment through use of headwear, body suits, and data gloves has demonstrated effectiveness in technical and professional education. Immersive VR is highly engaging and appealing to technically skilled young Net Generation learners. However, technical difficulty and very high costs have kept immersive VR out of most education institutions and corporate training programs. Now, a new technology is making the learning benefits and competitive advantages of VR possible cost effectively. This new technology, called desktop virtual reality, has recently improved dramatically and can now put high-quality virtual environments on standard desktop and laptop computers. This paper introduces instructional uses of VR, reviews the characteristics and benefits of desktop VR, overviews the hardware and software required to develop and use desktop VR for learning and training, and reviews the theoretical foundations and experimental findings from a research program on this innovative technology currently in progress at Oklahoma State University in the United States.
Teaching Digital Natives: 3-D Virtual Science Lab in the Middle School Science Classroom
Author: Franklin, Teresa J.
Date: 2008-00-00
Type: Journal Articles
Subjects: Middle School Students,Secondary School Science,Science Education,Computer Simulation,Virtual Classrooms,Rural Schools,Interactive Video,Science Laboratories,Educational Games,Genetics,Science Process Skills,Science Experiments,Hypothesis Testing,Computer Software,Instructional Effectiveness,Quasiexperimental Design,Student Attitudes,Teacher Attitudes,Surveys,Satisfaction,Mixed Methods Research,Simulation

This paper presents the development of a 3-D virtual environment in Second Life for the delivery of standards-based science content for middle school students in the rural Appalachian region of Southeast Ohio. A mixed method approach in which quantitative results of improved student learning and qualitative observations of implementation within middle school classrooms are provided. The Interactive Science Lab Game found in the Teen Grid of Second Life has been used for the past year to improve the understanding of genetics (Fruit Fly Experiment) and Gallery Walk was used to improve the learning of science in grades 6 to 8. Participant teacher reactions and concerns in the use of 3-D simulations in middle school will be addressed.
A Methodology for the Evaluation of Online Learning Resources
Author: Page, Tom
Date: 2008-00-00
Type: Journal Articles
Subjects: Evaluation Methods,Usability,Web Sites,Instructional Design,Man Machine Systems,Social Theories,Systems Analysis,Check Lists

Novel and innovative modes of interacting with website information, which necessitate methods and tools for their evaluation have arisen. However, it is essential to develop such methods from contexts of use at a macro (i.e. cultural) and micro (individual use contexts) level. Activity theory has been used extensively in systems evaluation as it bridges these two levels. This article will extend activity theory by the development of a method, Analytical Activity Method (AAM). The purpose of this method is to act as a tool to enable web designers and usability engineers to conduct usability evaluations of web interfaces, particularly the mobile web. Based on the theoretical underpinnings of activity theory, AAM seeks to extend the activity checklist (Kaptelinin, Nardi, and Macaulay, 1999) for evaluation of websites on computers or mobile devices. The application of this method contains the possibility to make visible that which was not obviously apparent from the theoretical tropes of Activity theory at system, historical and cultural level. Finally, this paper concludes that the AAM has provided a comprehensive framework within which to conduct website evaluations and informs future designs. It proposes some exciting new applications based on the AAM which not only extend activity theory but also provide a framework for understanding new methods of information access.
Improving Learning with Constructivist Technology Tools
Author: Landis, Melodee
Date: 2008-00-00
Type: Journal Articles
Subjects: Constructivism (Learning),Technology Uses in Education,Educational Technology,Teaching Methods,Classroom Techniques,Educational Strategies,Educational Improvement,Learning Strategies,Learning Theories

This article traces the development of the constructivist theory of teaching and learning, overviews the research that links technology to constructivism and highlights some of the teaching and learning tools, systems and models that are successfully using technology to develop learners' thinking and understanding. Constructivist viewpoints represent a range of thinking on different dynamics, such as: (1) Teacher-directed instruction vs. student-empowered learning; (2) Standardization vs. customization; (3) Solitary vs. community-based learning; and (4) Simulation vs. authentic experience. There are now a variety of tools and systems available to assist with learning across these spectra. Recent research has shown that electronic performance support systems (EPSS) offer a great deal of potential for users to adapt or design the framework of their activities and their own materials to empower the learner; various multimedia combinations have shown a great deal of promise in supporting learners to create their own visual schema; simulations and virtual environments come closer to attaining the same results as real-world experiences and models that exist which will help us to organize these resources to attain optimal impact. The article closes with a review of available tools and implications for research.
The Quantum Human Computer (QHC) Hypothesis
Author: Salmani-Nodoushan, Mohammad Ali
Date: 2008-00-00
Type: Journal Articles
Subjects: Educational Philosophy,Computers,Logical Thinking,Learning Theories,Models,Computer Software,Hypnosis,Sleep,Quantum Mechanics

This article attempts to suggest the existence of a human computer called Quantum Human Computer (QHC) on the basis of an analogy between human beings and computers. To date, there are two types of computers: Binary and Quantum. The former operates on the basis of binary logic where an object is said to exist in either of the two states of 1 and 0. The latter, however, operates on the basis of fuzzy logic where an object can exist in more than two states simultaneously. Through analogy, it is hypothesized that human beings are superb quantum computers that operate on the basis of human logic that accepts multiple states for objects simultaneously. Moreover, and since human beings are composed of physique, mind, memory, soul, and spirit, it is also hypothesized that the QHC legalizes the existence of objects in Hilbert space. Finally, it is further suggested that, as fictitious as it may seem, human learning can be reduced into a &quot;suggestion model&quot; whereby information is suggested into the human computer in much the same way as a given software is assembled on a digital computer; the paper proposes a model for human learning based on its description of the quantum human computer. It is claimed that human learning can be whole sale rather than being linear, sequential and time-consuming. Sleep and hypnosis are presented as examples.
The Process of Adopting Electronic Portfolios in Schools of Education
Author: Triplett, Linda Mesing
Date: 2008-00-00
Type: Journal Articles
Subjects: Schools of Education,Adoption (Ideas),Electronic Publishing,Portfolios (Background Materials),Program Implementation,Design Preferences,Program Evaluation,Case Studies,Portfolio Assessment,Relevance (Education),Focus Groups,Performance Factors,Academic Standards,Concept Mapping,Technology Planning,Delivery Systems

There have been many articles written about the variety of ways faculty and students define eportfolios, collect artifacts, write reflections, and use finished eportfolios. However, little has been written about the dynamic process of adopting electronic portfolios in schools of education. This study employs cross-case analysis to investigate implementation of electronic portfolio initiatives in seven schools of education. Case analysis shows the most commonly identified purpose for initiating an eportfolio system to be program evaluation for national accreditation. With program evaluation as the eventual goal of eportfolio development, at least eight design steps of an electronic portfolio process were found to be necessary for successful implementation. These steps are discussed and various methods of implementation are described. Case analysis results further suggest that the final step involving data gathering, aggregation and analysis has been most difficult for these schools to implement. None of the schools represented in this study have yet made use the data collected from eportfolios to make data driven decisions about their programs of study. Suggestions are made for further study into the use of eportfolio data for program evaluation, improvement and ongoing development.
High Self-Esteem as a Coping Strategy for Students with Learning Disabilities
Author: Kumar, S. Praveen
Date: 2009-00-00
Type: Journal Articles
Subjects: Self Esteem,Coping,Learning Disabilities,Children,Students

Children with learning disabilities are found in most schools. Learning disability is a widespread issue in today's society. A learning-disabled child is one whose achievement is less than his expected level of achievement despite having average or above average intelligence. Learning disability is nothing but a condition that affects the ability to perform basic academic skills such as reading, writing or arithmetic. Since the lives of learning-disabled students tend to revolve around their disabilities rather than their abilities, their self-esteem is unrealistically low. Consequently, their self expectations, levels of aspiration and general motivational levels get unnecessarily diminished. Self-esteem is the personal evaluation of oneself and the resulting feelings associated with the self concept. It is a personal trait that can be improved by any person willing to commit himself or herself to the task of positive self development. High self-esteem helps to build strong convictions and optimistic attitudes. It makes a person self-motivated and ambitious and open to new opportunities and challenges. Self-esteem can be considered as a coping mechanism for learning-disabled students to accept their disability and to strive for positive self development. Hence it is necessary for such pupils to be motivated and encouraged to deny the fact of their disability and to rise high in life.
Computer Game Development: An Instructional Strategy to Promote Higher Order Thinking Skills
Author: Prayaga, Lakshmi
Date: 2008-00-00
Type: Journal Articles
Subjects: Computer Games,Educational Games,Thinking Skills,Critical Thinking,Evaluative Thinking,Skill Development,Instructional Design,Visual Aids,Narration,Play,Programming,Visualization,Story Telling,Pilot Projects,Summer Programs,Elementary School Students,Middle School Students,Problem Solving,Student Surveys

Several studies have demonstrated that games have been effectively used as an instructional strategy to motivate and engage students. This paper presents the use of the process of game development as an instructional strategy to promote higher order thinking skills. An analysis of the various aspects of game development including graphics, narration, game play and game programming and their relationship to higher order thinking skills such as analysis, synthesis and evaluation is discussed. Experiences of instructors and students from two summer camps support the claims of the analysis.
Second Life Learners: An Exploration of Teaching and Learning in a Virtual Environment
Author: Franklin, Teresa J.
Date: 2008-00-00
Type: Journal Articles
Subjects: Computer Simulation,Social Systems,Internet,Social Media,Virtual Classrooms,Schools of Education,Educational Games,Computer Games,Graduate Students,Web Based Instruction,Educational Technology,Case Studies,Curriculum Development,Simulated Environment,Phenomenology,Friendship,Group Membership,Pictorial Stimuli,Elementary School Teachers,Secondary School Teachers,Teacher Attitudes,Learning Activities,Educational Benefits,Barriers,Influence of Technology,Futures (of Society),Educational Trends,Student Journals

Higher education and in particular Colleges of Education are viewed as falling behind in the use of technology for teaching and learning (Lederman &amp; Niess, 2000). With today's student population identified as digital natives and the evening news discussing the potential of virtual worlds as new learning environments, an examination of the implications of digital games and virtual worlds by K-12 educators and Colleges of Education is warranted. This paper presents participant experiences in a graduate course in which Second Life was examined as a teaching and learning tool with a variety of educators. Participants in the graduate course ranged from K-12 teachers, state technology agents, higher education faculty and graduate students in instructional technology. The paper uses a case study to give voice to common concerns, unique participant experiences, and the understanding of virtual learning environments that developed from the interaction in a virtual world.
Computer Gaming at Every Age: A Comparative Evaluation of Alice
Author: Seals, Cheryl D.
Date: 2008-00-00
Type: Journal Articles
Subjects: Computer Games,Educational Games,Instructional Design,Computer Science Education,Programming,Elementary School Students,Introductory Courses,Hypothesis Testing,Computer Simulation,Age Differences,College Students,Comparative Analysis

This research has two thrusts of teaching object oriented programming to very young audiences and of increasing student excitement about computing applications with the long-term goal of increasing involvement in technology classes, in the use of computer applications and interest in technology careers. The goal of this work was to provide challenging interactive activities for young students that integrate their courses with computer technology. The authors utilize game development and interactive storytelling as a motivator for introductory programming training. The authors identified that many of their young second through fifth grade students showed much promise and ingenuity in programming when using visual programming environments. The hypothesis of the study was that the young students would fare as well as introductory college students when completing introductory programming tasks. The environment utilized for this experiment was Alice 3D and the authors hope was that the youngsters would perform at levels complimentary to those of the college students to illustrate that there is no age limit on ingenuity, when the proper training and tools are provided. This work discusses the outcome of a college introductory assignment that would be given to both elementary school and college students enrolled in an introductory computer science course.
Video Game Based Learning in English Grammar
Author: Singaravelu, G.
Date: 2008-00-00
Type: Journal Articles
Subjects: Video Games,Teaching Methods,Grammar,Pretests Posttests,Instructional Effectiveness,Scores,Achievement Tests,Independent Study,Conventional Instruction,English (Second Language),Second Language Learning,Second Language Instruction,Middle School Students,Foreign Countries

The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar. Methodology: Parallel group experimental method was adopted in the study. A sample of Sixty students studying in standard VI were selected on the basis of score of a test for the study. Sampling method: Purposive sampling method was adopted in the study. Selection of sample: 30 students were involved for traditional learning of English Grammar and another 30 were considered for Video Game Based Learning in English Grammar. Tool: An achievement test was used after establishing validity and reliability. Pre-test-Treatment and Post-test-Treatment was used for the study. Finding: Video Game Based Learning is more effective than conventional methods of learning English grammar. Educational implications; Video Game Based Learning may be extended to other subjects and other levels of classes.
The Effect of Game Genres on Use of Second/Foreign Language Learning Strategies
Author: Lee, Yu-Yuan
Date: 2008-00-00
Type: Journal Articles
Subjects: Second Language Learning,Metacognition,Learning Strategies,Role Playing,Simulation,Educational Games,Second Language Instruction,Student Attitudes,College Freshmen,Foreign Countries,Multivariate Analysis,Questionnaires

This study investigates the effects of game genres on the choice of certain language learning strategies among Taiwanese college students. The sample for the study consists of 162 undergraduate freshmen in an institute of technology in Taiwan. The results show that game genres have an influence on the choice of different language learning strategies. Simulation and role-play games have significant impacts on cognitive and metacognitive learning strategies. Students express stronger positive preferences on using simulation games to learn a foreign language than virtual-pet games. Simulation and role-play games encourage students to figure out the meaning of the unknown words. Simulation games also motivate students to keep playing when confronting a language barrier. The results imply that simulation and role-play games are superior to virtual pet games in terms of helping second/foreign language learning. Based on the results, implications and suggestions for further study and second/foreign language instruction are presented.
A Communities of Practice Perspective on Educational Computer Games
Author: Reese, Curt
Date: 2008-00-00
Type: Journal Articles
Subjects: Communities of Practice,Educational Games,Computer Games,Learning Processes,Computer Simulation,Self Concept,Instructional Design,Teaching Methods,Goal Orientation

Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in a virtual environment. This article presents the theory of communities of practice as one possible theoretical backing. Five aspects of this theory are presented: shared goals, shared practices, legitimate peripheral participation, co-evolution and adaptation, and identity development. Each aspect is explained and related to educational computer games. Suggestions for game designers and researchers are also given.