Society for Information Technology & Teacher Education International Conference
Mar 21, 2016
Editors
Gregory Chamblee; Lee Langub
Table of Contents
Number of papers: 556
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Re-characterizing Learner Engagement with Technology in an Online Mathematics Education MS Program
Henry Gillow-Wiles & Margaret Niess, Oregon State University, United States
Teaching and learning in a technology rich context challenge established thinking about students’ engagement in their learning. This descriptive, cross-case study combines current literature with... More
pp. 1-8
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Semantic Text Theme and Facet Generation in Collaborative Online Learning Environments
Robin Henrikson, Andrew Lumpe, David Wicks & Nalline Baliram, Seattle Pacific University, United States
Online students' ability to collaborate with peers may lead to increased learning and positive attitude toward their learning. Given a need for more theoretical and practical work in this area, we ... More
pp. 9-18
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The Emerging Force in Education: Cloud Spaces for Mobile Web Applications
Ferial Khaddage, Deakin College/Deakin University School of Information Technology, Australia
Mobile devices are becoming cheaper and access is becoming affordable and global. Recently the rapid development of the emerging cloud computing has triggered educators to rethink the ubiquities... More
pp. 19-22
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A modified model of TPACK and SAMR in teaching for understanding
Jeanne Kriek, University of South Africa, South Africa
In physics teaching and learning, it is crucial to identify applicable new technologies from those available and to use them in a specific-topic area to improve understanding. The emphasis should... More
pp. 23-28
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What is Remind & Why Should I Care? The Advantages of Utilizing a One-directional Text Message Application to Support Student Learning in Academia
Kimberly McCoy, Cuyahoga Community College, United States
Abstract: Remind (formerly Remind 101) is a free one-directional text message application that instructors can use to communicate with their students in real time (Juarez, 2014). The application is... More
pp. 29-32
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EPIC WIN: Designing for success with game-based learning
Larysa Nadolny, Iowa State Univ, United States
Throughout history, games have engaged players of all ages in a shared experience of persistence, challenge, failure, and success. This has been achieved through a wide variety of gaming... More
pp. 33-36
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Sixth-Grade Students’ Motivation and Development of Proportional Reasoning Skills While Completing Robotics Challenges
James Puglia & Dr. Christopher Carnahan, New Jersey City University, United States
This mixed-methods study examined whether a robotics unit intervention with 28 sixth-grade students improved students' mathematical proportional reasoning skills and intrinsic motivation.... More
pp. 37-43
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Making the Case for Personal Handheld Mobile Devices in Secondary Classrooms
Joseph Riddle & Zack Underwood, University of North Texas, United States
Mobile technology is moving forward to a ubiquitous presence in secondary classrooms. Handheld devices can help students become more dynamic learners that are engaged in the world around them and... More
pp. 44-48
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Teacher to Teacher: An Investigation into Teacher-Generated Online Professional Development
Luke Rodesiler, Indiana University-Purdue University Fort Wayne, United States
This brief paper presents a work-in-progress research study aimed at investigating how selected secondary English teachers describe their experiences organizing and facilitating online professional... More
pp. 49-54
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Use of ARCS-V Motivational Design Model in Online Distance Education
Hasan Ucar, Bilecik Seyh Edebali University, Turkey; Alper Tolga Kumtepe, Anadolu University, Turkey
In this paper, the authors present their work-in-progress project about motivational design in online distance education. The motivational design model, ARCS-V (Attention, Relevance, Confidence,... More
pp. 55-60
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Approaches to Achieving Equity of Outcomes in Computational Thinking and Coding Education
Siri Anderson, St. Catherine University, United States
In this presentation we will introduce varied projects designed to bring computer science, broadly construed, into the repertoire of K-8 teachers, girls, and young women. These include teacher... More
pp. 61-66
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Visualization Basics, UGame-ICompute: An ITEST Year-3 Summary of K-12 Teacher/Student Observations in the Field
Andrea Burrows & Jacqueline Leonard, University of Wyoming, United States; Mike Borowczak, Erebus Labs, United States
Visualization Basics: Using Gaming to Improve Computational Thinking (UGame-ICompute) targeted students in grades six to nine to create pathways and career readiness opportunities for these... More
p. 67
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Learning Computer Programming in Context: Developing STEM-integrated Robotics Lesson Module for 5th Grade
Ikseon Choi, Theodore Kopcha, John Mativo, Roger Hill, Emily Hodge, Seungki Shin, Brian Way, Jennifer McGregor, Sejin Kim & Jasmine Choi, The University of Georgia, United States; Youngkwon Bae, Daegu National Univ. of Education, Korea (South)
This paper introduces a novel STEM-integrated robotics curriculum that aligns with relevant curriculum standards in science and mathematics. Using a scenario-based learning environment, the... More
pp. 68-74
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Computational Thinking and Teacher Education: Are we there yet?
Betul Czerkawski, University of Arizona, United States
There is a growing interest in teaching computational thinking (CT) skills to K-12 students so they can be successful in the digital age by becoming competent in everyday computing experiences.... More
pp. 75-78
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Computational Thinking with Educational Robotics
Amy Eguchi, Bloomfield College, United States
Educational robotics is an effective tool for providing students with opportunities to learn computational thinking skills and concepts. Computational thinking, as introduced by Jannette Wing in... More
pp. 79-84
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Designing a blended computational thinking in mathematics education course for K-6 preservice teachers
George Gadanidis, Faculty of Education, University of Western Ontario, Canada
In the context of computational thinking receiving increased focus in education, this paper has four purposes: 1) review the literature on computational thinking; 2) explore connections between... More
pp. 85-90
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Education:=Coding+Aesthetics; Aesthetic Understanding, Computer Science Education, and Computational Thinking
Jonathon Good, Sarah Keenan & Punya Mishra, Michigan State University, United States
The popular press is rife with examples of how students in the United States and around the globe are learning to program, make, and tinker. The Hour of Code, maker-education, and similar efforts ... More
pp. 91-98
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Code K-5: Teachers’ Learning about Computer Programming from a Professional Development
Haihong Hu & Umadevi Garimella, University of Central Arkansas, United States
This presentation will report about a study that investigated how a group of K-12 school teachers responded to a professional development training on Computer Programming as demonstrated in their... More
pp. 99-104
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Computational Thinking via Toy Problems
Gerard Rambally, University of North Texas at Dallas, United States
This paper examines the idea that toy problems represent an informal, motivational context in which complex computational thinking (CT) occurs. Using a range of toy problems, this paper... More
pp. 105-112
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A Trial of Algorithm Education Emphasizing Manual Procedures
Junko Shinkai & Yoshikazu Hayase, National Institute of Technology, Toyama College, Japan; Isao Miyaji, Faculty of Informatics, Okayama University of Science, Japan
In algorithm and data structure education, although understanding of the utilization of data structure and the principle of algorithm are important, realization of this principle in the form of a... More
pp. 113-118