Interactive Technology and Smart Education

Category:

Information and Knowledge Management

Table Of Contents: Volume 5 Issue 2

Social learning in MMOG: an activity theoretical perspective

Chee Siang Ang, Panayiotis Zaphiris

Recently, researchers have begun investigating the learning process that occurs within computer games (learning to play), as opposed to studying games that support…

Technology use and acceptance in the classroom

Heather Holden, Ant Ozok, Roy Rada

The purpose of this study is to explore the current usage and acceptance of classroom technologies by secondary math/science education teachers in one community.

Preservice teachers’ guide for learner‐centered technology integration into instruction

Marilyn P. Rice, Daphne Johnson, Bobby Ezell, Michelle Pierczynski‐Ward

Planning is a critical step in the process toward quality instruction and should also include consideration for what technology is appropriate for the lesson. Teacher…

ISSN:

1741-5659

Online date, start – end:

2004

Copyright Holder:

Emerald Publishing Limited

Open access:

hybrid

Editor:

  • Dr Pedro Isaias