jeudi 7 mars 2013 par Heather Kanuka, Erika Smith, Jennifer Kelland
It has been suggested that when we know our philosophy of teaching and technology we then have the ability to articulate not only what we are doing as educational technologists, but what we want to achieve with the technologies, and why. And while most educational technologists would agree that (…)
The purpose of this study is to test the validity and reliability of three collaboration indices (quantity, equality, and shareness) proposed by Jahng et al. (2010). The present study repeated the quantitative assessment of Jahng et al., and performed a further qualitative analysis to identify (...)
The smartphone is a recent technological addition to post-secondary education and it has both educational and non-educational applications. This study examines the educational use of smartphones using principles from actor-network theory (ANT). The purpose of the investigation was to learn (...)
Information and communications technology (ICT) is integrated throughout a student’s lived experience in their post-secondary learning environment. In order for students with limited or no background with ICT to achieve their academic goals, a central part of their adaptation involves an (...)
jeudi 14 février 2013 par Edward Hamilton, Norm Friesen
This paper argues that research into the pedagogical value and potential of new technologies is limited by the implicit philosophical perspectives on technology that such research adopts. These perspectives either imbue technologies with inalienable qualities (essentialism) or posit technology (...)
Educational Technology and Design 879 is a graduate course that introduces students to the basics of video design and production. In an attempt to improve the learning experience for students a redesign of the course was implemented for the summer of 2011 that incorporated an authentic design (...)
Researchers have examined the use of homemade PowerPoint games as an instructional technique to improve learning outcomes. However, test data have shown no significant difference in performance between high school chemistry students who created games and students who did not (Siko, Barbour, (…)