ERIC Research Project

Peggy Altman

EDEL 566: Computers in Education

Dr. Bob Houghton

4/27/06

I. Introduction:

            I am working towards a Master’s of Arts in Teaching with a concentration in Middle Grades Science.  I have an undergraduate degree in Geology and would also like to teach Middle Grades Math one day.  I focused on integrating technology into a variety of instructional practices because I believe that both are key skills for a teacher to have. 

 

II. Search Terms from the Thesaurus:

 

Computer-related

Professional Interest

Multimedia Instruction

Cooperative Learning

Educational Media

Active Learning

Educational Technology

Activity Units

Multimedia Materials

Collaborative Writing

Web Based Instruction

Experiential Learning

Computer uses in Education

Group Activities

Virtual Classrooms

Peer Teaching

Technology Integration

Discovery Learning

Technology Planning

Learner Controlled Instruction

Computer Managed Instruction

Cooperative Education

Electronic Classrooms

Hands on Science

 

Problem Based Learning

 

Learning Centers (Classroom)

 

III. Bibliography using the Educational Resources Information Center (ERIC):


*The hypertext articles are linked to a reaction/review of that article.

 

Articles found using the terms “Multimedia Instruction” and “Active Learning”:

 

1. Kasahara, A., Flaxman, M., Guild, J., Hedberg, D., Mentlik, G., Morris, P., et al. (2001).Students Making Media: Jamestown High School's Video Works. Active Learner: A Foxfire Journal for Teachers. 6(1), 18-23.

 

Descriptors:

*Active Learning*Integrated Curriculum*Learner Controlled Instruction*Multimedia InstructionHigh School StudentsHigh SchoolsMentorsPeer TeachingStudent ProjectsVideotape Recordings

Abstract:

Students at Jamestown High School (Jamestown, New York) develop language, media, and critical thinking skills while producing video programs. With almost complete responsibility for their learning experiences, students conceive, plan, write, and produce the programs, then critique their own work, which must satisfy state academic standards in multiple areas.

 

2. Moreno, R., & Mayer, R.E. (2000).Engaging students in active learning: The case for personalized multimedia messages. Journal of Educational Psychology. 92(4), 724-33.

 

Descriptors:

*Active Learning*Individualized Instruction*Learning Activities*Multimedia Instruction*Student MotivationCollege StudentsHigher EducationProblem SolvingScience InstructionStudent Participation

Abstract:

Tests the hypothesis that personalized messages in a multimedia science lesson can promote deep learning by actively engaging students in the elaboration of the materials and reducing processing load. Instructional messages were presented in either a personalized style or a neutral style. Results reveal that personalized messages produced better problem-solving transfer performance and retention performance.

 

Articles found using the terms “Educational Technology” and “Cooperative Learning”:

 

3. Panitz, T. (2000).Will you still be teaching in the twenty-first century?. Humanistic Mathematics Network Journal. 23, 1-16

 

Descriptors:

*Cooperative Learning*Discussion (Teaching Technique)*Educational TechnologyClassroom CommunicationClassroom TechniquesHigher EducationInquiryMathematics InstructionTeaching Methods

Abstract:

Argues that appropriate use of technology lies in supplemental instruction intended to complement classroom activities, not replace them. Favors the use of inquiry, discussions, and cooperative learning methods in higher education.

 

4. Denning, R., & Smith, P.J. (1998).A case study in the development of an interactive learning environment to teach problem-solving skills. Journal of Interactive Learning Research. 9(1), 3-36.

 

Descriptors:

*Biology*Computer System Design*Cooperative Learning*Educational Technology*Instructional Design*Man Machine SystemsCase StudiesComputer Assisted InstructionEducational EnvironmentEvaluation CriteriaHigh School StudentsHigh SchoolsMaterial DevelopmentProblem Solving

Abstract:

Describes an interactive, cooperative-learning environment, "The Biology Sleuth." Characterizes students' interactions with this system, relates the underlying design concepts and principles, and presents a rationale for the system design. Describes a series of three formative evaluations, that were critical in the maturation of the system.

 

5. Bruder, I (1992).Can technology help?. Electronic Learning. 12(3), 18-19.

 

Descriptors:

*Computer Assisted Instruction*Cooperative Learning*Educational TechnologyAccountabilityAttribution TheoryElementary Secondary EducationFeedbackGroup DynamicsMicrocomputersResearch Utilization

Abstract:

Examines the potentials of technology to help the cooperative learning process. The need for interaction between cooperative learning practitioners and technology users is discussed; and research on the integration of technology into cooperative learning is reviewed, including group dynamics, making each student accountable, and attributional feedback.

 

 

Articles found using the terms “Multimedia Materials” and “Experiential Learning”:

 

6. Cairney, T.H. (1997).New Avenues to Literacy. Educational Leadership. 54(6), 76-77.

 

Descriptors:

*Experiential Learning*Inquiry*Literacy Education*Multimedia Materials*Story Telling*Teaching MethodsElementary Education

Abstract:

Being truly literate means being able to navigate the multiple sign systems of our world--to respond appropriately to an e-mail message or to convey meaning to others through images and text. Instead of relying on written narrative texts, teachers must develop inquiry-based methods, using experiential learning projects, oral storytelling, film and video, and drawings, dramatizations, and reading/writing strategies.

 

Articles found using the terms “Educational Technology” and “Experiential Learning”:

 

7. Albert, I., & Naidu, S. (2001).Experience-based pedagogical designs for e-learning. Educational Technology. 41(5), 53-58.

 

Descriptors:

*Educational Technology*Experiential Learning*Information Technology*Instructional DesignCase StudiesComputer Assisted InstructionComputer SimulationCritical Incidents MethodProblem Based LearningRole Playing

Abstract:

Presents experience-based pedagogical designs, both first-person and third-person experiences, which make the most of information and communication technology. Highlights include goal-based learning; Web-based role-play simulation; rule-based computer simulations; case studies; distributed problem-based learning; critical incident computer-supported collaborative learning; and implications for the design of learning environments.

 

8. Walker, C.H., & Yekovich, F.R. (1999).TRALEs to literacy. Educational Leadership. 57(2), 57-60.

 

Descriptors:

*Educational Technology*Experiential Learning*Learning Activities*Literacy Education*Urban SchoolsEducational InnovationGoal OrientationPrimary EducationProblem Based LearningProblem SolvingProgram Descriptions

Abstract:

In an innovative urban literacy program, K-3 students create a working community, complete with a store, newspaper, post office, museum, and economic system. Using TRALE (Technology-Rich Authentic Learning Environments), teachers create meaningful instruction through authentic, problem-based learning activities using educational technology when important.

 

9. Rivero, V (1999).Connections for life in rural northern California. Converge. 2(5), 20-22, 24.

 

Descriptors:

*Educational Technology*Experiential Learning*Learning Experience*Partnerships in Education*Rural Schools*School DistrictsCooperationElectronic MailElementary Secondary EducationInternetSchool Business RelationshipSchool Community Relationship

Abstract:

Describes the North Coast Rural Challenge Network (NCRCN), a collaborative of four rural school districts in Northern California that works with businesses and communities to create project-based learning experiences for students. Discusses the use of technology including videoconferencing, Internet connections, Web sites, and e-mail, and gives examples of NCRCN projects.

 

Articles found using the terms “Multimedia Instruction” and “Experiential Learning”:

 

10. Dimitrov, D.M., McGee, S., & Howard, B.C. (2002).Changes in students' science ability produced by multimedia learning environments: Application of the linear logistic model for change. School Science and Mathematics. 102(1), 15-24.

 

Descriptors:

*Experiential Learning*Inquiry*Multimedia Instruction*Science EducationAstronomyBiological SciencesEarth ScienceMiddle SchoolsPhysicsSecondary EducationSpace Sciences

Abstract:

Reports on a study designed to measure changes in students' science proficiency produced by a multimedia learning environment. Describes the inquiry-based design of Astronomy Village, which supports middle school students in learning fundamental concepts in life, earth, and physical sciences. Results indicate sizable treatment effects for two groups of Astronomy Village students as well as for the alternative treatment group.(

 

11. Willman, J (2001).Virtual reality: Alive and well in the inner city. Education Canada. 41(1), 36-37, 46.

 

Descriptors:

*Experiential Learning*Multimedia Instruction*Virtual Reality*Vocational EducationAmerican Indian EducationEconomically DisadvantagedForeign CountriesHigh SchoolsLearner Controlled Instruction

Abstract:

At R. B. Russell Vocational High School (Winnipeg, Manitoba), which serves economically disadvantaged, primarily First Nations students, a student-developed Web site uses virtual reality and digital video technologies to teach auto mechanics in ways that are relevant to students' diverse learning styles and needs. The project has increased student motivation, oral and practical skills, and employment potential.

 

12. Daniels, K (1998).Media Matters in Australia. Educational Leadership. 55(6), 78-79.

 

Descriptors:

*Ethics*Experiential Learning*Mass Media*Multimedia Instruction*Student ParticipationElementary Secondary EducationForeign CountriesParochial SchoolsValues Education

Abstract:

Describes how a teacher helped transform a K-12 Christian school near Sydney, Australia, from a book-bound media studies program into a hands-on learning experience for students. Various projects allow students to operate advanced equipment, evaluate their own and their peers' work, present research results to the class, and produce live media events for various audiences. They also learn about mass media ethics.

 

13. Palmer, C.N., & Muscara, C. (1991).Educating for the Environment. Educational Leadership. 48(7), 65-66.

 

Descriptors:

*Computer Assisted Instruction*Environmental Education*Experiential Learning*Multimedia InstructionCitizenship ResponsibilityElementary Secondary Education

Abstract:

The crisis in American education is converging with an equally significant concern: the unchecked destruction of our natural environment. Through its Science Institutes for youth, the National Audubon Society is helping teachers foster appreciation for the natural world and produce the know-how to conserve it. Programs in Maryland, District of Columbia, and Connecticut are described.

 

Articles found using the terms “Computer Uses in Education” and “Collaborative Writing”:

 

14. Karchmer, R.A. (2001). Gaining a new, wider audience: Publishing student work on the Internet Reading Online, 4(10). Available: http://www.readingonline.org/electronic/elec_index.asp?HREF=/electronic/karchmer/index.html

 

Descriptors:

*Collaborative Writing*Computer Uses in Education*Internet*Writing Assignments*Writing for Publication*Writing InstructionElementary EducationMultimedia Materials

Abstract:

Suggests that possibly one of the most profound changes in classroom writing has come with the ease and excitement of publishing electronic text on the Internet. Discusses publishing student work on the Internet, and Internet publishing of traditional writing assignments, collaborative writing projects, and multimedia presentations

 

Articles found using the terms “Computer Uses in Education” and “Discovery Learning”:

 

15. Strot, M (1999).Recreational computing. Gifted Child Today Magazine. 22(5), 36-37.

 

Descriptors:

*Computer Uses in Education*Discovery Learning*Enrichment Activities*Gifted*Problem Solving*Recreational ActivitiesComputer Software EvaluationElementary Secondary Education

Abstract:

Urges teachers of gifted students to allow students unstructured recreational computer time in the classroom to encourage student exploration and discovery, to promote creativity, to develop problem-solving skills, and to allow time to revisit programs and complete their own tasks. Different types of educational computer programs are referenced.

 

16. Riley, T., & Brown, M. (1998).Internet investigations: Solving mysteries on the information superhighway. Gifted Child Today Magazine. 21(1), 28-33.

 

Descriptors:

*Computer Uses in Education*Discovery Learning*Gifted*Information Sources*InternetElementary EducationForeign CountriesLearning ActivitiesThematic Approach

Abstract:

Describes how a group of gifted primary-school children in New Zealand explored the Internet in a workshop project organized around solving the mystery of what happened to the Titanic. Insets include the student "contract," a listing of Web sites, and the evaluation instrument.

 

Articles found using the terms “Technology Integration” and “Discovery Learning”:

 

17. Tapscott, D. (1999).Educating the net generation. Educational Leadership. 56(5), 6-11.

 

Descriptors:

*Discovery Learning*Educational Environment*Internet*Learning Processes*Student Interests*Technology IntegrationActive LearningComputer Uses in EducationElementary Secondary EducationInterpersonal CompetenceLifelong LearningStudent Centered CurriculumTeacher Role

Abstract:

The ultimate learning environment is the Internet itself. Digital media are helping educators and students shift from linear to hypermedia learning; from instruction to construction and discovery; from teacher- to learner-centered education; from absorbing to synthesizing material; and from school-time to customized lifelong learning.

 

18. Pokay, P.A., & Tayeh, C. (1997).Integrating technology in a geometry classroom: Issues for teaching. Computers in the Schools. 13(1-2), 117-23.

 

Descriptors:

*Discovery Learning*Mathematics Instruction*Technology IntegrationComputer AnxietyComputer LiteracyCritical ThinkingGeometryHigher EducationProblem SolvingSkill DevelopmentStudent Evaluation

Abstract:

Based on a college-level geometry course, presents practical suggestions for integrating exploratory computer applications into the mathematics classroom. Reveals that students need more experimental time with technology to reduce anxiety, and assessments need to be developed and implemented to tap the outcomes of problem solving and higher level of thinking.

 

 

Articles found using the terms “Computer uses in Educationa” and “Hands on Science”:

 

19. Barra, M., Ferrandino, S., & Scarano, V. (1999).Webslide: A "virtual" slide projector based on world wide web.. Journal of Science Education and Technology. 8(1), 45-53.

 

Descriptors:

*Computer Software*Computer Uses in Education*Hands on Science*Visual Aids*World Wide WebEducational StrategiesForeign CountriesHigher EducationInternetMultimedia MaterialsSecondary Education

Abstract:

Presents the key design concepts of a software project whose objective is to provide a simple, cheap, and efficient solution for showing slides during lessons in computer labs.

 

20. Kumar, D., & Altschuld, J. (1999).Evaluation of interactive media in science education. Journal of Science Education and Technology. 8(1), 55-65.

 

Descriptors:

*Computer Uses in Education*Hands on Science*Program EvaluationEducational ChangeEducational StrategiesHigher EducationMultimedia MaterialsSecondary Education

Abstract:

Reports on the evaluation of an interactive media-based science-education project. Concludes that a number of factors must come together for project success, including an environment conducive to innovation and development and strong administrative interest. Contains 16 references.

 

Articles found using the terms “Multimedia Instruction” and “Learner Controlled Instruction”:

 

21. Lawless, K.A., & Brown, S.W. (1997).Multimedia learning environments: Issues of learner control and navigation. Instructional Science. 25(2), 117-31.

 

Descriptors:

*Educational Environment*Learner Controlled Instruction*Multimedia Instruction*Navigation (Information Systems)Constructivism (Learning)Instructional DesignInterestsLearning ProcessesPrior LearningSchemata (Cognition)Self EfficacyVideotape Recordings

Abstract:

Examines how different internal learner characteristics (prior knowledge, self efficacy, and interest) and different external constraints (learner control, instructional design, and level of control) influence the learning process. Discusses learning from multimedia environments (video, hypertext, kiosk, and other hypermedia) within a schema theory framework incorporating a constructivist view.

 

22. Becker, D.A., & Dwyer, M.M. (1994).Using hypermedia to provide learner control. Journal of Educational Multimedia and Hypermedia. 3(2), 155-72.

 

Descriptors:

*Hypermedia*Learner Controlled Instruction*Multimedia Instruction*Self MotivationAnalysis of VarianceComputer Assisted InstructionEducational ResearchHigher EducationPretests PosttestsResearch NeedsScientific and Technical InformationStudent MotivationTables (Data)

Abstract:

This study found that students using hypertext to learn technical information experienced an increased sense of control, and results provide preliminary evidence of an increased level of intrinsic motivation to learn among hypertext users. Implications for further research regarding the effects of hypermedia on intrinsic motivation are discussed.

 

Articles found using the terms “Educational Technology” and “Peer Teaching”:

 

23. Bloomfield, D (1999).Life imitates Pokemon: The virtues and necessities of technology-based peer education in today's schools. Social Policy. 30(1), 13-19.

 

Descriptors:

*Computer Games*Educational Technology*Peer TeachingElementary EducationTechnological Advancement

Abstract:

As the Pokemon game craze illustrates, the combination of peer education and technology makes for powerful educational experiences. Educators need to accept technology-based peer education as a help rather than a hindrance to improve educational outcomes for students.

 

IV. Reflection to ERIC Research Assignment