{"title":"Book Review: What Connected Educators Do Differently","authors":"S. Kirby","doi":"10.2458/AZU_ITET_V3I2_KIRBY","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V3I2_KIRBY","url":null,"abstract":"What Connected Educators Do Differently encourages educators to begin connecting via social media to further their own learning and success. Whitaker, Zoul and Casas support teachers pursuing digital connection through step-by-step suggestions and resources, arguing that educators will grow as learners and teachers, and develop their access to a “large collective brain trust consisting of diverse ideas and perspectives” (p. xxiii). DOI: 10.2458/azu_itet_v3i2_kirby","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130210162","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Gamification: The effect on student motivation and performance at the post-secondary level","authors":"Meaghan Lister","doi":"10.2458/AZU_ITET_V3I2_LISTER","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V3I2_LISTER","url":null,"abstract":"Computer games are increasingly part of the daily activities of Canadian students of all ages, and have been shown to support student motivation and learning however can be challenging to implement in the classroom. Gamification involves incorporating elements of computer games such as points, leaderboards, and badges into non-game contexts in order to take advantage of the motivation provided by a game environment. An analysis of the literature was conducted to determine to what extent gamification supports student achievement and motivation among college level students. The findings from the analysis revealed that points, badges and achievements, leaderboards and levels are the most commonly implemented form of gamification. Incorporating gamification elements into post-secondary environments can motivate students and support student achievement in post-secondary environments. Increased class attendance and participation, which is positively correlated with improved student performance, was seen as a result of gamification. This is significant, as colleges and universities strive to attract, retain, and engage digitally savvy students who are increasingly demanding engaging, technologically rich, learning environments. DOI:10.2458/azu_itet_v3i2_lister","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130317616","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Educational Computing and Computer Science","authors":"Betul C. Czerkawski","doi":"10.2458/AZU_ITET_V3I2_CZERKAWSKI","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V3I2_CZERKAWSKI","url":null,"abstract":"The resurgence of interest in teaching computational thinking (CT) to K-12 students iis an opportunity to provide students with a critical foundational skill. This will only be possible, however, if CT is understood to be separable from the more specific field of Computer Science. DOI: 10.2458/azu_itet_v3i2_czerkawski","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"224 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114049005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Implementing Augmented Reality in the Classroom","authors":"D. R. Miller, Tonia A. Dousay","doi":"10.2458/AZU_ITET_V3I2_MILLER","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V3I2_MILLER","url":null,"abstract":"Augmented reality (AR) is a tool that holds much promise in terms of its application for educational purposes. However, despite the fact that the hardware needed to access AR is becoming ubiquitous in classroom environments, AR’s use in educational settings is diffusing at a slow pace. Several challenges are present for educators interested in adopting AR in their instructional environments but they are not insurmountable. Increasing hardware availability as well as software advances are affording more instructors access to the tools needed to design, develop, and implement AR in and around their classroom. This paper first identifies a conceptual definition of AR that can be easily applied across contexts and then outlines several guidelines for instructors looking to implement AR learning experiences at a classroom level. DOI:10.2458/azu_itet_v3i2_miller","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129635028","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Teachers Perception in a Technology Integration Workshop: Implications for Professional Development in the Digital Age","authors":"Kele Anyanwu","doi":"10.2458/AZU_ITET_V3I1_ANYANWU","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V3I1_ANYANWU","url":null,"abstract":"School districts are embracing innovative technology applications by increasing the accessibility of Web 2.0 applications from district networks. Workshops on these applications have become the favorite type of professional development workshop among in-service teachers. While there are studies using self-report instruments to examine in-service teachers’ perceptions and attitudes about integration practices involving Web 2.0 tools and professional development, few studies report details of in-service teachers’ lived experiences of these professional development sessions. A gap in understanding the meaning in-service teachers place on Web 2.0 professional development workshops exists. Five themes were established to understand participants’ Web 2.0 workshop experiences. The findings from the study suggest that breaking professional development for teachers into two segments, that is, an online segment where the basics are delivered online and a face-to-face segment dedicated to modeling Web 2.0 tool integration m with hands-on collaboration are considered most effective by teachers. DOI: 10.2458/azu_itet_v3i1_anyanwu","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125471037","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"What Factors Affect Teachers Using the iPads in their Classroom","authors":"Phu Vu","doi":"10.2458/AZU_ITET_V3I1_VU","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V3I1_VU","url":null,"abstract":"This study used a qualitative paradigm to discover what types of training teachers have received that resulted in successful use of iPads and what factors affect their decisions to use iPads in their classrooms. Data for this study were 21 interviews with 21 in-service teachers. The findings showed that the majority of teachers did not have any formal iPad training. All reported they had to resort to different sources such as self-learning and colleagues’ support to learn about how to integrate iPads and useful apps into their teaching. There are many factors affecting their use of iPads in their classrooms. The study concluded with discussions and implications for school administrators and teachers. DOI:10.2458/azu_itet_v3i1_vu","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"163 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115685632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Editorial: Research Groups and Individual Scholarship","authors":"Betul C. Czerkawski, Eugene W. Lyman","doi":"10.2458/AZU_ITET_V3I1_CZERKAWSKI","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V3I1_CZERKAWSKI","url":null,"abstract":"Exciting new research is emerging from Educational Techology research groups. Individual researchers are invited to consider their own scholarship in light of these groups’ work.","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127160254","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Book Review: Minds online: teaching effectively with technology","authors":"Kenneth J Silvestri","doi":"10.2458/AZU_ITET_V3I1_SILVESTRI","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V3I1_SILVESTRI","url":null,"abstract":"In Minds Online: Teaching Effectively with Technology , Michele Miller seeks to show how technology can improve learning. Drawing on the latest research in cognitive psychology, Miller breaks down the cognitive processes of attention, memory, thinking, and motivation and argues for careful and selective pairing of technologies with how the brain works and learns. The reviewer recommends this book for both new and experienced online instructors. DOI: 10.2458/azu_itet_v3i1_silvestri","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123875090","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Embracing the Selfie Craze: Exploring the Possible Use of Instagram as a Language mLearning Tool","authors":"Sebah Al-Ali","doi":"10.2458/AZU_ITET_V2I2_AI-ALI","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V2I2_AI-ALI","url":null,"abstract":"Although only introduced in late 2010, Instagram has quickly gained popularity and become one of the popular social media tools used around the world. This paper reports an action research attempt to integrate Instagram as an active learning tool in a language bridge program. Instagram was used as a production tool for a holiday project and two writing activities in two pre-intermediate/intermediate ESL classes. Results of the study suggest that although students weren’t enthusiastic with the initiative at first, they gradually welcomed the idea and were encouraged to be creative in completing their writing activities. A few teaching implications were concluded from this experiment for a better integration of Instagram as a learning tool in language classrooms. DOI: 10.2458/azu_itet_v2i2_ai-ali","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133693824","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Cooperative Game-based Learning in the English as a Foreign Language Classroom","authors":"Niamboue Bado, T. Franklin","doi":"10.2458/AZU_ITET_V2I2_BADO","DOIUrl":"https://doi.org/10.2458/AZU_ITET_V2I2_BADO","url":null,"abstract":"Cooperative learning has been used in various settings across disciplines and has been shown to contribute to improving learning outcomes. With the recent development of new information and communication technologies there is a need to understand how these tools support or challenge existing principles of cooperative learning in the classroom. The present study sought to gain insights into the nature of cooperation between high school students to play an educational video game for learning English as a Foreign Language (EFL). It also aimed to elicit information on the perceived impact of the game on EFL learning outcomes. Forty-seven (47) high school students from Burkina Faso interacted with an educational video game designed for EFL learning over a period of four weeks and took part in focus-group interviews to discuss their experiences. The results of the study indicated that effective cooperation took place in various teams during gameplay. The majority of the participants reported that interacting with the game in small teams contributed to improving their EFL vocabulary and writing knowledge as well as their motivation. Recommendations are made for structuring cooperative game-based language learning. DOI: 10.2458/azu_itet_v2i2_bado","PeriodicalId":173411,"journal":{"name":"Issues and Trends in Educational Technology","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-12-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134015776","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}