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Tyndale, Eric; Ramsoomair, Franklin – Journal of Educational Technology, 2016
Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…
Descriptors: Video Games, Handheld Devices, Story Telling, Interactive Video
Schipper, Joseph M.; Yocum, Russell G. – Journal of Educational Technology Systems, 2016
This quantitative, quasi-experimental, nonequivalent group study examined the impact on levels of measure that determine a return on investment of differing forms of interactive whiteboard (IWB) technology used at a high school in a suburban school district in southeastern Virginia. Three forms of IWB were compared: a full-screen IWB, a mobile…
Descriptors: Educational Technology, Bulletin Boards, Interactive Video, Visual Aids
Moody, Catrina V. – ProQuest LLC, 2013
This qualitative study explored the quality of technology associated with interactive video (ITV) classes in distance education programs and the resulting satisfaction of the instructors teaching this format. The participants were full time instructors of a rural community college that used the ITV format. Community college ITV instructors are…
Descriptors: Interactive Video, Distance Education, Educational Quality, Community Colleges
Franklin, Teresa J. – Journal of Educational Technology, 2008
This paper presents the development of a 3-D virtual environment in Second Life for the delivery of standards-based science content for middle school students in the rural Appalachian region of Southeast Ohio. A mixed method approach in which quantitative results of improved student learning and qualitative observations of implementation within…
Descriptors: Middle School Students, Secondary School Science, Science Education, Computer Simulation

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