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作者:Mark Mabrito , Tiffany Saunders , Patricia Newenhouse
来源:[J].The International Journal of Humanities Education, 2018, Vol.15 (4), pp.23-39CGRN
摘要:A digital badge program was introduced into four sections of an undergraduate business communication course. Digital badges were framed as a way of helping students use classroom achievements to professionally brand themselves. Two course sections employed a “gamification” s...
作者:Mark Mabrito
来源:[J].The International Journal of Pedagogy and Curriculum, 2015, Vol.23 (1), pp.31-42CGRN
摘要:Almost all the students had not been in a college course in many years; as a group, they had very little experience with writing on the job. Principles of adult learning theory informed the course design that included self-reflection as well as connections between course mat...
作者:Mark Mabrito
来源:[J].The International Journal of the Image, 2014, Vol.4 (1), pp.17-25CGRN
摘要:This research project asked students, new to the virtual world of Second Life, to join and create an avatar inworld. During a two-week orientation to Second Life, students recorded changes they made to their avatars, kept a photographic record of the changes, and then provid...
作者:Mark Mabrito
来源:[J].The International Journal of Technologies in Learning, 2014, Vol.20 (1), pp.37-46CGRN
摘要:The article presents a research project where students (new to the virtual world of Second Life) performed two separate tasks with their avatars: a task that involved a high degree of interaction with other inworld avatars and a task that involved a minimal amount of interaction....
作者:Mark Mabrito
来源:[J].The Journal of Communication and Media Studies, 2016, Vol.1 (2), pp.21-32CGRN
摘要:Social media use is pervasive, especially among college students. When it comes to integrating social media in the classroom, some instructors may be hesitant on how to achieve such a goal. This study reports the results of undergraduate students’ experiences creating social...
作者:Mark Mabrito
来源:[J].The Journal of Communication and Media Studies, 2017, Vol.2 (3), pp.15-24CGRN
摘要:In the context of an undergraduate course in writing for interactive media, open digital badges were created as a way of documenting student accomplishments for their coursework. Additionally, badges were used as a framework for students to brand themselves professionally as...
作者:Mark Mabrito
来源:[J].The International Journal of Humanities Education, 2016, Vol.14 (3), pp.21-32CGRN
摘要:"Researchers and educators have become increasingly interested in incorporating digital games in the curriculum for instructional purposes. Game-based learning and serious games are approaches used for training and education in classrooms and the workplace. This article deta...
作者:Mark Mabrito
来源:[J].The International Journal of Learning: Annual Review, 2006, Vol.12 (1), pp.68-73CGRN
摘要:By examining two case studies of on-the-job writers, this article suggests how we might use this information to shape our approach to teaching the introductory professional writing course.
作者:Mark Mabrito
来源:[J].The International Journal of the Humanities: Annual Review, 2011, Vol.9 (2), pp.33-44CGRN
摘要:Faculty are beginning to embrace Web 2.0 technologies such as blogging, social networking sites, social bookmarking, and peer-to-peer media sharing (for example, Flickr and Youtube). As they do so, faculty need both to become more familiar with these tools, as well as develo...
作者:Mark Mabrito
来源:[J].The International Journal of Technology, Knowledge, and Society: Annual Review, 2007, Vol.3 (2), pp.35-42CGRN
摘要:Although we typically think of interaction as occurring among students and instructor in the online classroom, students also interact with the design of the course itself and the technology that is used to deliver the course to them. A form of interaction that receives less ...

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