語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
FindBook
Google Book
Amazon
博客來
Technology Integration and Its Impact on the Game Design Class Experience.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Technology Integration and Its Impact on the Game Design Class Experience./
作者:
Brown, Michael David.
面頁冊數:
1 online resource (186 pages)
附註:
Source: Dissertations Abstracts International, Volume: 85-03, Section: A.
Contained By:
Dissertations Abstracts International85-03A.
標題:
Educational technology. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30530057click for full text (PQDT)
ISBN:
9798380163668
Technology Integration and Its Impact on the Game Design Class Experience.
Brown, Michael David.
Technology Integration and Its Impact on the Game Design Class Experience.
- 1 online resource (186 pages)
Source: Dissertations Abstracts International, Volume: 85-03, Section: A.
Thesis (Ph.D.)--New Mexico State University, 2023.
Includes bibliographical references
Students in today's classrooms are immersed in technology outside the classroom walls, and then they enter classrooms without the use of any technological tools, and they doubt the relevance of education. To determine the impact of technology used in the classroom, this qualitative phenomenological research study's methodology gathered data using anonymous surveys and in-depth interviews. Consequently, the students' voices were heard as they described their experiences in the Game Design Classes held in a small community college in the southwest. One hundred invitations were sent out to students and 40 responded and the in-depth interviews followed the Seidman model. The research questions reflected the students' feelings about the impact of the technological tools used in the class on the success of learning game design concepts, as well as their motivation to continue in the game design field. The results were 100% of the students continuing in the game design field, as well as the documentation that the use of video and pdf tutorials, computer programs, and interactive short discussions in the classrooms improved the students' success in learning. The implications are educators need to listen to the voices of their students and make sure that their curriculum reflects the world of the students. Also, the data gathered from this study implies that more research is needed such as: comparing classroom with technology and without, professional development opportunities for educators, funding barriers for getting technology inside the classrooms, but always continually listening to the voices of all the students.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798380163668Subjects--Topical Terms:
517670
Educational technology.
Subjects--Index Terms:
StudentsIndex Terms--Genre/Form:
542853
Electronic books.
Technology Integration and Its Impact on the Game Design Class Experience.
LDR
:03009nmm a2200409K 4500
001
2363225
005
20231116093829.5
006
m o d
007
cr mn ---uuuuu
008
241011s2023 xx obm 000 0 eng d
020
$a
9798380163668
035
$a
(MiAaPQ)AAI30530057
035
$a
AAI30530057
040
$a
MiAaPQ
$b
eng
$c
MiAaPQ
$d
NTU
100
1
$a
Brown, Michael David.
$3
3703978
245
1 0
$a
Technology Integration and Its Impact on the Game Design Class Experience.
264
0
$c
2023
300
$a
1 online resource (186 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Dissertations Abstracts International, Volume: 85-03, Section: A.
500
$a
Advisor: Rutledge, David.
502
$a
Thesis (Ph.D.)--New Mexico State University, 2023.
504
$a
Includes bibliographical references
520
$a
Students in today's classrooms are immersed in technology outside the classroom walls, and then they enter classrooms without the use of any technological tools, and they doubt the relevance of education. To determine the impact of technology used in the classroom, this qualitative phenomenological research study's methodology gathered data using anonymous surveys and in-depth interviews. Consequently, the students' voices were heard as they described their experiences in the Game Design Classes held in a small community college in the southwest. One hundred invitations were sent out to students and 40 responded and the in-depth interviews followed the Seidman model. The research questions reflected the students' feelings about the impact of the technological tools used in the class on the success of learning game design concepts, as well as their motivation to continue in the game design field. The results were 100% of the students continuing in the game design field, as well as the documentation that the use of video and pdf tutorials, computer programs, and interactive short discussions in the classrooms improved the students' success in learning. The implications are educators need to listen to the voices of their students and make sure that their curriculum reflects the world of the students. Also, the data gathered from this study implies that more research is needed such as: comparing classroom with technology and without, professional development opportunities for educators, funding barriers for getting technology inside the classrooms, but always continually listening to the voices of all the students.
533
$a
Electronic reproduction.
$b
Ann Arbor, Mich. :
$c
ProQuest,
$d
2023
538
$a
Mode of access: World Wide Web
650
4
$a
Educational technology.
$3
517670
650
4
$a
Higher education.
$3
641065
650
4
$a
Curriculum development.
$3
684418
650
4
$a
Community college education.
$3
2122836
653
$a
Students
653
$a
Classrooms
653
$a
Game design
653
$a
Seidman model
653
$a
Educators
655
7
$a
Electronic books.
$2
lcsh
$3
542853
690
$a
0710
690
$a
0745
690
$a
0727
690
$a
0275
710
2
$a
ProQuest Information and Learning Co.
$3
783688
710
2
$a
New Mexico State University.
$b
Curriculum and Instruction.
$3
2098543
773
0
$t
Dissertations Abstracts International
$g
85-03A.
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30530057
$z
click for full text (PQDT)
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9485581
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入