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141.
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging students’ learning of science and enhancing student motivation. We discuss the design of the environment and present research conducted. Our findings demonstrate that the design of an engaging, interactive environment using a game-based approach can help students have fun while learning. 相似文献
142.
This research contributes to the growing body of literature exploring employee perceptions of workplace communication monitoring and surveillance by developing an explanatory model based on predictions derived from communication boundary management theory (CBM; Petronio, 1991, 2001). Specifically, this study explores the perceptions of workplace e-mail monitoring from a cross-section of 155 workers. The data suggest that when employees feel that there is a large amount of e-mail monitoring and believe that the monitoring is inappropriate, they respond negatively to top management. The implications of these findings are discussed. 相似文献
143.
Jason B. Phillips Samantha A. Guss David M. McGarry 《College & Undergraduate Libraries》2013,20(2-3):183-199
New York University's (NYU) Data Service Studio has recently launched the NYU Survey Service, whose ultimate aim is to support the development and administration of surveys of all types. For the Web-based component, the service utilizes a product called Qualtrics, which allows university affiliates to develop and administer Web-based surveys. This article describes the process by which NYU came to offer the service during a time when concerns abound about the ability of libraries to support and expand offerings while still meeting institutional imperatives such as robust data services. While many considerations went into the evaluation and ultimate conclusion to pilot the service, this article considers those most related to library collaborations, undergraduate instruction, data and information literacy, learning and research, and application administration and support. 相似文献
144.
145.
An annotated list is presented describing eight periodicals that cover significant aspects of Hawaii and U.S. Caribbean Islands and their culture in whole or in part. The titles included are a selective and representative sampling. The entry for each periodical includes the following information: periodical title, publisher/editor and address, basic information, publication data, content, Internet information, and an abstract/annotation. 相似文献
146.
Jason Johnson 《Journal of Marketing for HIGHER EDUCATION》2013,23(2):241-257
This essay examines the deliberately humorous approaches undertaken in two recent higher education marketing endeavors: The American Council on Education's ‘Solutions for Our Future’ campaign and Stanford's ‘Hail, Stanford, Hail’ initiative. Three television commercials from each project are described and discussed in light of a view of comedy advanced by philosopher Kenneth Burke. Specifically, this essay identifies among each trio of videos a markedly different ‘clown’ – a figure at whom the audience is encouraged to laugh yet ultimately redeem. In turn, higher education marketing professionals and leaders are invited to reflect on choices associated with employing humorous messaging strategies. 相似文献
147.
Jason Bond Huett Kevin E. Kalinowski Leslie Moller Kimberly Cleaves Huett 《The American journal of distance education》2013,27(3):159-176
Abstract This study examined the use of ARCS-based, motivational mass e-mail messages designed to improve the motivation and retention of students enrolled in an online, entry-level, undergraduate computer applications course. Data from the Course Interest Survey, based on Keller's ARCS model, were gathered and analyzed for two online groups (one treatment and one control) and compared with a face-to-face class for differences in attention, relevance, confidence, satisfaction, and overall motivation. Based on the analysis, this article argues that simple, cost-effective, and easy-to-design mass e-mail messages show potential for addressing some of the motivational needs and retention concerns of online students. 相似文献
148.
This investigation provides an extensive review of scientific, religious, and otherwise non-scientific factors that may influence student acceptance of biological evolution. We also measure the extent to which students' levels of acceptance changed following an educational experience designed to address an inclusive inventory of factors identified as potentially affecting student acceptance of evolution (n = 81, pre-test/post-test) n = 37, one-year longitudinal). Acceptance of evolution was measured using the Measure of Acceptance of the Theory of Evolution (MATE) instrument among participants enrolled in a secondary-level academic programme during the summer prior to their final year of high school and as they transitioned to the post-secondary level. Student acceptance of evolution was measured to be significantly higher than initial levels both immediately following and over one year after the educational experience. Results reported herein carry implications for future quantitative and qualitative research as well as for cross-disciplinary instruction plans related to evolutionary science and non-scientific factors which may influence student understanding of evolution. 相似文献
149.
This project describes the trialling of a new form of cooperative learning strategy, in the form of a game known as EcoRangers. EcoRangers is a multi‐player game designed to run on mobile phones, written specifically for education. EcoRangers is one of the first, if not the world's first, instances of this totally new genre of pedagogical tools (i.e. collaborative handheld educational games). In its current iteration EcoRangers is designed to help students practise skills of relevance to the social studies syllabus for Grades 9 and 10 in Singapore's education system, specifically through the pedagogical strategy known as the ‘structured academic controversy’, in which learners debate an open‐ended problem from a variety of perspectives. The trialling was done in three secondary schools, among 50 Grade 9 students. These students were taken through two distinct fieldwork tasks in March–July 2004, with the game being introduced as part of a post‐fieldwork activity. Jeux collaboratifs sur portables en éducation Ce projet décrit l'expérimentation d'une nouvelle forme de stratégie d'apprentissage coopératif sous la forme d'un jeu connu sous le nom d'EcoRangers.EcoRangers se joue à plusieurs.Il a été conçu pour fonctionner sur les téléphones portables et composé spécialement pour L'éducation. EcoRangers est un des premiers sinon le premier exemple au monde de cette catégorie d'outils pédagogiques (celle des jeux éducatifs collaboratifs portables) totalement nouvelle. Sous sa forme actuelle EcoRangers a été conçu pour aider les élèves à pratiquer des savoir faire correspondant au cursus de sciences sociales pour les classes 9 et 10 du système Singapourien(13‐14 ans) et plus particulièrement la stratégie connue sous le nom de « controverse académique structurée » au cours de laquelle les apprenants débatent d'un problème ouvert en partant de perspectives différentes.L'expérience a été menée dans trois écoles secondaires avec 50 élèves de 9e.Ces élèves ont participé à deux tâches « de terrain » distinctes entre mars et juillet 2004,le jeu étant présenté comme faisant partie d'une activité « d'après‐terrain ». Gemeinschafliches Spielen auf Handhelds oder Handys als Unterricht Das Projekt beschreibt den Versuch, eine neue Art von Gruppenlernen zu testen, die auf ein Spiel zurück greift, das EcoRangers genannt wird. Dies ist ein Spiel für mehrere Spieler, das auf Handys abläuft und ein Lernspiel ist. EcoRangers ist eines der ersten, wenn nicht sogar das erste Spiel in der Welt, dieser Art. In seiner gegenwärtigen Fassung hilft EcoRangers den Schuelern, Fertigkeiten im Bereich der Social Studies (Gemeinschaftskunde) einzuueben (Lehrplan für Stufe 9 und 10 in Singapur), insbesondere dadurch, dass die Strategie der ‘strukturierten, akademischen Diskussion’ angewendet wird, bei der die Schueler ein offenes Problem aus sehr unterschiedlichen Perspektiven besprechen. Der Versuch wurde in drei Schulen (Sek.II) durchgeführt, wobei 50 Schueler aus Stufe 9 waren. Diese wurden im Rahmen eines Aufenthalts im Gelaende (Maerz–Juli 2004) mit dem Spiel konfrontiert, das als eine Tätigkeit nach dem Arbeiten im Gelände eingefuehrt wurde. 相似文献
150.
The attentional effects of animation on the processing of information from node-link maps and text were explored. The authors randomly assigned college students to receive a static node-link map presentation (n =40), an animated node-link map presentation (n =37), a static text presentation (n =29), or an animated text presentation (n =27). The participants were asked to recall the information 48 hr later. The participants recalled more main-idea information from animated node-link maps than from static maps or animated text. There were no differences with regard to presentation or display format on the recall of microstructural information. 相似文献