TechTrends: Linking Research and Practice to Improve Learning
2016 Volume 60, Number 5
Table of Contents
Number of articles: 11
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Building a Better Mousetrap: How Design-Based Research Was Used to Improve Homemade PowerPoint Games
Jason P. Siko & Michael K. Barbour
This paper is a review of a three-cycle, design-based research study that explored the relationship between the pedagogical research and the actual implementation of a game design project using... More
pp. 419-424
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Developing Distance Education Content Using the TAPPA Process
Robert L. Moore
The proliferation of distance education has occurred alongside the emerging technologies of the Web 2.0 and Web 3.0 environments, changing the way instructors approach, design, and deliver their... More
pp. 425-432
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The Substitution Augmentation Modification Redefinition (SAMR) Model: A Critical Review and Suggestions for Its Use
Erica R. Hamilton, Joshua M. Rosenberg & Mete Akcaoglu
The Substitution, Augmentation, Modification, and Redefinition (SAMR) model is a four-level, taxonomy-based approach for selecting, using, and evaluating technology in K-12 settings (Puentedura... More
pp. 433-441
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The Effect of Precommitment on Student Achievement within a Technology-Rich Project-Based Learning Environment
Qiang Hao, Robert Maribe Branch & Lucas Jensen
This study investigated the effects of precommitment on college students' goal setting and academic performance, and students' attitude towards precommitment-related activities. Precommitment... More
pp. 442-448
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The Value of Using an E-Text in a Flipped Course
Jacob Enfield
The flipped, or inverted, classroom model of instruction has been an effective pedagogical strategy for over a decade (Baker 2000; Lage et al. in "Journal of Economic Education," 31(1),... More
pp. 449-455
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A Case for Authoring Multi-Touch Interactive Open Educational Resources
Michael S. Mills
As textbook prices continue to skyrocket, open educational resources (OER) offer a significant way to deliver high quality content to students in higher education. The pressing issue is whether... More
pp. 456-464
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Exploring the Use of Interactive Digital Storytelling Video: Promoting Student Engagement and Learning in a University Hybrid Course
Catharyn C. Shelton, Annie E. Warren & Leanna M. Archambault
This study explores interactive digital storytelling in a university hybrid course. Digital stories leverage imagery and narrative-based content to explore concepts, while appealing to millennials.... More
pp. 465-474
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Comic Relief: Graduate Students Address Multiple Meanings for Technology Integration with Digital Comic Creation
Beth Rajan Sockman, Rhonda Sutton & Michele Herrmann
This study determined the usefulness of digital comic creation with 77 graduate students in a teacher technology course. Students completed an assigned reading and created digital comics that... More
pp. 475-485
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Game-Based Learning in Professional Development for Practicing Educators: A Review of the Literature
Tamara R. Meredith
Many game-based learning (GBL) researchers working in K-12 educational settings have supported the incorporation of gaming technologies into classroom practice, but little has been communicated... More
pp. 496-502
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Exploring Flipboard to Support Coursework: Student Beliefs, Attitudes, Engagement, and Device Choice
Steven Hornik, Aimee deNoyelles & Baiyun Chen
The purpose of the study is to explore the use of a mobile application called Flipboard, which facilitates the curation of digital content into a magazine-like product, to engage students in class ... More
pp. 503-509
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Computational Thinking and Media & Information Literacy: An Integrated Approach to Teaching Twenty-First Century Skills
Sarah Gretter & Aman Yadav
Developing students' 21st century skills, including creativity, critical thinking, and problem solving, has been a prevailing concern in our globalized and hyper-connected society. One of the key... More
pp. 510-516