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Published on Jan 1, 2011
Jandy E Luik1
Estimated H-index: 1
(Petra Christian University),
Gatut Priyowidodo1
Estimated H-index: 1
The purpose of this paper is to measure user’s responses of the New Media application. An application, called CD Interaktif, is installed to the Museum Mpu Tantular of East Java. In measuring the responses, a survey was conducted to the user of CD Interaktif. The finding shows that user encounter difficulties in accessing the application, user has received acceptable knowledge, and shows expectations from the respected application.
1 Citations
Published on Jan 1, 2007in Journal of Universal Computer Science 1.07
Gustavo Zurita11
Estimated H-index: 11
,
Pedro Antunes16
Estimated H-index: 16
+ 1 AuthorsFelipe Baytelman6
Estimated H-index: 6
2 Citations
Published on Jan 1, 2007
Sharyn Rundle-Thiele21
Estimated H-index: 21
,
Kerri Louise Kuhn1
Estimated H-index: 1
Research on student engagement suggests courses that involve students in challenging, authentic tasks linking students to their peers and educators are associated with high levels of engagement. This paper presents an assessment innovation within a first year marketing course that was designed to promote student engagement. Currently in its pilot stage, the ‘Get Marketer Challenge’ is a constructively aligned, authentic assessment task; requiring student teams to solve a real-world marketing pro...
Published on Jan 1, 2000
Janette R. Hill16
Estimated H-index: 16
(University of Georgia),
Thomas C. Reeves42
Estimated H-index: 42
(University of Georgia),
Heike Heidemeier1
Estimated H-index: 1
(University of Georgia)
8 Citations
Published on Jan 1, 2008
The feeling of ownership is a topic of research that has not been addressed as a component in the integration of technology in the K-12 classroom. The effectiveness of this abstract concept in relationship to digital computing is important in the evaluation of one-to-one initiatives in education. This paper reports findings of a research study conducted using a new ownership survey instrument I developed, the Laptop Usage Inventory (LUI). Also administered during the study was the Student Attitu...
Published on Sep 19, 2017in Education Libraries
Kym Buchanan1
Estimated H-index: 1
,
Angela M. Vanden Elzen1
Estimated H-index: 1
We believe video games have a place in libraries. We start by describing two provocative video games. Next, we offer a framework for the general mission of libraries, including access, motivation, and guidance. As a medium, video games have some distinguishing traits: they are visual, interactive, and based on simulations. We explain how these traits require and reward some traditional and new literacies. Furthermore, people play video games for at least three reasons: immersion, challenge, and ...
7 Citations Source Cite
Published on Jan 1, 2005
Kenneth David Strang1
Estimated H-index: 1
Online learning appeals to busy professionals and project managers (PMs) since demands from work, family, and personal interests compete with the desire to engage learning and finish courses. The thesis critically analyzes adult learning literature, then
1 Citations
Published on Jan 1, 2002
Rema Rossini Favretti1
Estimated H-index: 1
(University of Bologna)
1 Citations
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