| Itching to Engage Pre-Service Teachers and Students in Activities That Will Help Them to Learn Math? – Try Scratch! Tim Pelton & Leslee Francis Pelton, University of Victoria, Canada pp. 1534-1540 |
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| A Case for Simulations Kevin Pyatt, Eastern Washington University, United States pp. 1541-1544 |
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| Using Instructional Gaming in the Classroom Michael Ruffini, Bloomsburg University of Pennsylvania, United States pp. 1545-1551 |
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| Avatars in Action: Developing a Pedagogy for Teaching in a Virtual World Robert Sanders & Shanna Melton, Appalachian State University, United States pp. 1552-1554 |
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| How scientific inquiry emerges from game design Kimberly Sheridan, Kevin Clark Clark & Erin Peters, George Mason University, United States pp. 1555-1563 |
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| How to teach in Second Life? Bokjin Shin, Sumin Seo & Jihyun Hwang, Korea National University of Education, Korea (South) pp. 1564-1567 |
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| Simulation: Gaming and Beyond Pamela Speelman, David Gore & Scott Hyde, Eastern Michigan University, United States pp. 1568-1573 |
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| Narrative Centered Game-Based Learning: Creativity, Engagement, and Writing Achievement Hiller Spires, Lisa Hervey & Tanya Watson, Friday Institute for Educational Innovation, North Carolina State University, United States pp. 1574-1578 |
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| Exploring Educational Experiences in Virtual Reality Worlds: A Review of Basic Terms, Literature, and Experiences Maria Earman Stetter, Roosevelt University, United States pp. 1579-1581 |
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| Unpredicted Educational Uses of Video Games Aaron Trevino & Carol Redfield, St. Mary's University, United States pp. 1582-1586 |
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| Chalk House: Teacher and Student Usability Results Greg Jones & Scott Warren, University of North Texas, United States pp. 1587-1589 |
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| Globaloria Pilot Year One: New Directions for 21st Century Teacher Professional Development Pamela Whitehouse, West Virginia University, United States; Rebecca Reynolds, Syracuse University, United States; Idit Caperton, World Wide Workshop, United States pp. 1590-1597 |
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| Cognitive Processing within Narrative-Centered Learning Environments Robert Wright & Debbie Blackwell, University of North Texas, United States pp. 1598-1602 |
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| Basic Learning of the Programming with "SUDOKU" Michiyoshi Yamagami, Hyogo Prefectural KOBE KOHOKU High School, Japan pp. 1603-1610 |
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| Using an Educational Computer Game as a Motivational Tool for Supplemental Instruction Delivery for Novice Programmers in Learning Computer Programming Kuo-Chuan Yeh, Penn State University, United States pp. 1611-1616 |
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| Do Educators Need a Second Life? Exploring possibilities for technology-based distance learning in higher education Anita Zijdemans-Boudreau, Pacific University, United States; Scot Headley & Robin Ashford, George Fox University, United States pp. 1617-1622 |
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| Cyberactivity Among At-Risk Youth: A Comparative Analysis Ilene Berson & Michael Berson, University of South Florida, United States pp. 1623-1626 |
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| What can we learn from the information literacy levels of incoming teacher education majors? Vanessa Earp, Kent State University, United States pp. 1627-1632 |
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| Gender and Level of Education as Determinants of Cataloguers’ Computer Information Processing Skills Beatrice Ayodeji Fabunmi, University of Ibadan, Ibadan, Nigeria, Nigeria pp. 1633-1638 |
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| New Avenues for Integrating Information Literacy into the Curriculum Abigail Hawkins Gonzales, Paula McMillen & Jennifer Fabbi, University of Nevada, Las Vegas, United States pp. 1639-1644 |
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