Anna Freeman
11/06/07
Annotated Bibliography
Lessons Learned: Findings from MIT Initiatives in Educational Technology (2000–2005). Breslow, Lori. Journal of Science Education & Technology; Oct2007, Vol. 16 Issue 4, p283-297, 15p.
This article reviews a group of projects that produced educational technology applications for use in the classroom or for classroom-based activities and were assessed by educational researchers in the Teaching and Learning Laboratory. Found three major findings on the role and impact of educational technologies: 1) the most successful educational technologies meet a specific instructional need that has been unmet or poorly met by traditional media; (2) too much technology or technology that does not work well can be detrimental; and (3) there are important relationships between the technologies and the learning environments in which they operate.
What added value does a 1:1 student to laptop ratio bring to technology-supported teaching and learning? Dunleavy, M., Dexter, S., Heinecke, W.F. Journal of Computer Assisted Learning; Oct2007, Vol. 23 Issue 5, p440-452, 13p.
The purpose of this study was to document typical use and configuration of 1:1 computing in two schools focusing on the added value and unique challenges these uses present. Results indicated that online research, productivity tools, drill and practice, and eCommunications were the most frequent uses of computers in the 1:1 classroom. n order to create effective learning environments, teachers need opportunities to learn what instruction and assessment practices, curricular resources and classroom management skills work best in a 1:1 student to networked laptop classroom setting.
Digital Games in Education: The Design of Games-Based Learning Environments. Gros, BegoƱa. Journal of Research on Technology in Education; Fall2007, Vol. 40 Issue 1, p23-38, 16p.
This article takes into consideration that multimedia design for training and education should combine the most powerful features of interactive multimedia design with the most effective principles of technologically-mediated learning. It also looks at the main obstacles and challenges to the use of games for learning.
Tuesday, November 13, 2007
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