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Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
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Smith, Judith J.; Dobson, Ellen – Computers in the Schools, 2011
New information and communications technologies (ICT) are redefining teacher education. A university faculty member and an instructional technology consultant incorporated information and communications technologies within a graduate university methods course. The following research questions explored student perceptions of using Web 2.0 tools as…
Descriptors: Preservice Teacher Education, Methods Courses, Literacy, Educational Technology