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Sonst. PersonenHerrington, Jan (Hrsg.); Viteli, Jarmo (Hrsg.); Leikmaa, Marianna (Hrsg.)
InstitutionAssociation for the Advancement of Computing in Education
TitelEdMedia 2014: World Conference on Educational Media & Technology (Tampere, Finland, June 23-26, 2014)
Quelle(2014)
PDF als Volltext Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Monographie
ISBN978-1-9397-9708-7
SchlagwörterTagungsbericht; Educational Technology; Technology Uses in Education; Technology Integration; Internet; Web Sites; Game Based Learning; Access to Computers; Social Networks; Mentors; Grade 9; Females; Success; Engineering; Career Awareness; Online Courses; Self Evaluation (Individuals); English (Second Language); Second Language Instruction; Speech Skills; Writing Skills; Instructional Design; Cultural Differences; Telecommunications; Handheld Devices; Collaborative Writing; Encyclopedias; Electronic Publishing; Information Literacy; Science Education; Inquiry; Decision Making; Foreign Countries; Motivation; Computer Games; Africa; Europe; Turkey
AbstractThe Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. "EdMedia 2014: World Conference on Educational Multimedia & Technology" took place in Tampere, Finland from June 23-26, 2014. The following award papers were presented at the conference: (1) Designing a Web-Portal Supporting the Social Inclusion of a Specific User Group. A Case Study of the LITERACY-Portal (Dominik Hagelkruys and Renate Motschnig); (2) Using a Game-Based Approach to Design a Rich Media Learning Environment (Min Liu, Jason Rosenblum, Lucas Horton, and Jina Kang); (3) Design and Implementation of Strategies and Artifacts to Support Ubiquitous Computing in and outside the Classroom: A Reflective Case Study (Alan Amory); (4) Using Social Networking to Mentor 9th-grade Girls for Academic Success and Engineering Career Awareness (Patricia Carlson); (5) Case Study of an Online English Language Course That Emphasizes Self-Assessment of Speaking and Writing (Goh Kawai and Akio Ohnishi); (6) Pedagogical Design and Pedagogical Usability of Web-based Learning Environments: Comparative Cultural Implications between Africa and Europe (Adewunmi Ogunbase); (7) Evaluating the Nature Tour Mobile Learning Application (Jenni Rikala); (8) Guiding Students in Collaborative Writing of Wikipedia Articles -- How to Get Beyond the Black Box Practice in Information Literacy Instruction? (Eero Sormunen and Tuulikki Alamettälä); (9) Development of a Gaming Instructional Material and Design Framework for "Exploration Activities" in Science (Hodaka Taguchi and Toshiki Matsuda); (10) Serious Game Gademavo: How to Enhance Students' Ability in Taking Decisions in a Complex World (Anne-Dominique Salamin); and (11) Gaming Motivations and Characteristics of Turkish MMOFPS Players (Muhterem Dindar and Yavuz Akbulut). (ERIC).
AnmerkungenAssociation for the Advancement of Computing in Education. P.O. Box 719, Waynesville, NC 28786. Tel: 828-246-9558; Fax: 828-246-9557; e-mail: info@aace.org; Web site: http://www.aace.org
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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