Student engagement if the focus of my literature review. I wanted to look at vocational education and the use of different media but due to budget cuts and many vocational programs being cut research in this area is almost nonexistent. Student engagement crosses all areas of education and with so many vocational programs being cut, being able to show student engagement and authentic learning is more important than ever.
A Living Arcade
A., P. P. (2009). A Living Arcade. District Administration, 45(1), 76-77
http://web.ebscohost.com.ezproxy.fairmontstate.edu/ehost/pdfviewer/pdfviewer?sid=2c6f3900-6dbc-40ee-a990-6ab921c6dacd%40sessionmgr15&vid=6&hid=10
Active Learning Strategies
Ueckert, C., & Gess-Newsome, J. (2008). Active Learning Strategies. Science Teacher, 75(9), 47-52.
http://web.ebscohost.com.ezproxy.fairmontstate.edu/ehost/pdfviewer/pdfviewer?sid=2c6f3900-6dbc-40ee-a990-6ab921c6dacd%40sessionmgr15&vid=9&hid=10
Bridging Realty to Virtual Reality:Investigating gender effect and studentengagement on learning through
video game play in an elementary school classroom
Annetta, L., Mangrum, J., Holmes, S., Collazo, K., & Cheng, M. (2009).
http://web.ebscohost.com.ezproxy.fairmontstate.edu/ehost/pdfviewer/pdfviewer?sid=2c6f3900-6dbc-40ee-a990-6ab921c6dacd%40sessionmgr15&vid=11&hid=10
Collaboration, Engagement & Fun:How Youth Preferences in Video Gaming can Inform 21st Century Education
Trespalacios, J., Chamberlin, B., & Gallagher, R. (2011).
Collaboration, Engagement & Fun: How Youth Preferences in Video
Gaming can Inform 21st Century Education. Techtrends: Linking Research & Practice To Improve Learning, 55(6), 49-54.
http://web.ebscohost.com.ezproxy.fairmontstate.edu/ehost/pdfviewer/pdfviewer?sid=2c6f3900-6dbc-40ee-a990-6ab921c6dacd%40sessionmgr15&vid=14&hid=10
Development of an Educational Immersive Environment for
Primary School Literacy Education
Moore, J., & Price, C. (2009). Development of an Educational Immersive Environment for Primary School Literacy Education. Proceedings Of The European Conference On Games Based Learning, 271-278.
http://web.ebscohost.com.ezproxy.fairmontstate.edu/ehost/pdfviewer/pdfviewer?sid=2c6f3900-6dbc-40ee-a990-6ab921c6dacd%40sessionmgr15&vid=17&hid=10
Collaboration, Engagement & Fun:How Youth Preferences in Video Gaming can Inform
21st Century Education
Trespalacios, J., Chamberlin, B., & Gallagher, R. (2011).
Collaboration, Engagement & Fun: How Youth Preferences in Video
Gaming can Inform 21st Century Education. Techtrends: Linking Research & Practice To Improve Learning, 55(6), 49-54. doi:10.1007/s11528-011-0541-5
http://web.ebscohost.com.ezproxy.fairmontstate.edu/ehost/pdfviewer/pdfviewer?sid=2c6f3900-6dbc-40ee-a990-6ab921c6dacd%40sessionmgr15&vid=20&hid=10
Effect of Computer-Based Video Games on Children: An Experimental Study
Tsung-Yen, C., & Wei-Fan, C. (2009). Effect of Computer-Based Video Games on Children: An Experimental Study. Journal Of Educational Technology & Society, 12(2), 1-10.
http://web.ebscohost.com.ezproxy.fairmontstate.edu/ehost/pdfviewer/pdfviewer?sid=2c6f3900-6dbc-40ee-a990-6ab921c6dacd%40sessionmgr15&vid=23&hid=10
Engaged Time in the Classroom
Johns, B. H., Crowley, E., & Guetzloe, E. (2008). Engaged Time in the Classroom. Focus On Exceptional Children, 41(4), 1-6.
http://web.ebscohost.com.ezproxy.fairmontstate.edu/ehost/pdfviewer/pdfviewer?sid=2c6f3900-6dbc-40ee-a990-6ab921c6dacd%40sessionmgr15&vid=26&hid=10
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