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    • T1. B. 522 Instructional Design >
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  • Term 2
    • T2. 520 Learning Theories >
      • Learning Theory
      • The Brain, Skinner
      • Robert Gagné - Information
      • Social Constructivism/ Metacognition
      • Inuit Holistic Lifelong L.M.
      • Albert Bandura
      • Motivation in Learning
      • Putting It All Together
      • 520 Assignments
    • T2. 531 Multimedia Tools >
      • Basics
      • Audio
      • Scripting, Editing, Titles
      • Framing, shots, and Movements
      • Preparation, Lighting, and Interviews
      • Theory and Copyright
      • Final Instructional Video
      • 531 Assignments
  • Term 3
    • T3. 526 Interactive Multimedia Instruction >
      • Authoring Software
      • Try it/ Guide me
      • Test me
      • Drag and Drop
      • Final Projects
      • Tin Can
      • Project Simulation
      • Audio / Images
  • Term 4
    • T4. 622 Assessment/ Evaluation >
      • Evaluation
      • Inferential Statistics and Evaluation Models
      • T-Test / Meaning of Scores
      • Data Collection Methods
      • Usability Test / Performance Assessment
      • Evaluation Data
      • Ethics, Bias, and Effective Evaluation
      • Data Analytics and Wrapping Up
  • Term 5
    • T5. 541 Multimedia Tools II: Interactive Media >
      • HTML5 / Common Tags
      • CSS
      • jQuery UI Lab 2
      • jQuery UI Lab 3
      • Storyboard/ lab 4
      • Local Storage Lab 5
      • Image Map/ Hot Spot
      • Final Project Description
      • 541 Assignments
      • checking_fluid_levels
    • T4. 626 Advanced Instructional Design >
      • 1 ISD Models, Team Projects
      • 2 Analysis 1, Needs Assessment
      • 3 Task Analysis, Content Types
      • 4 Assessments/ Testing
      • 5 Course Design, Lesson Design
      • 6 Development, Adding Activites
      • 7 Formative Evaluation
      • 8 Final Product
      • 626 Assignments
  • chat room
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Annotated Bibliography

  • A-E
  • F-K
  • L-P
  • Q-V
  • W-Z
<
>
A
Ahmad, M., Rahim, L., Arshad, N., (2015). An analysis of Educational Games Design Frameworks from Software Engineering Perspective.  Retrieved from April 8, 2016 from http://www.jict.uum.edu.my/images/pdf/vol14/jict148.pdf  
note:  "Game based learning.  Researchers have established requirements/guidelines for effective educational game designs.  Learning theories are compared, and the correct theory is applied towards the game to support the most effective approach".


Alphr. (2016, January 6). Microsoft HoloLens 2016 release date, price and specs: Everything you need to know about Microsoft's augmented reality project. Retrieved February 20, 2016 from http://www.alphr.com/microsoft/microsoft-hololens/1000431/microsoft-hololens-2016-release-date-price-and-specs-everything
note:  "Hololens' first development kits cost $3,000.00 per unit. The consumer version may be released in the year 2020". 

Azuma, R. T. (1997). A Survey of Augmented Reality. Presence: Teleoperators and virtual environments, 6 (4), 355-385.  Retrieved from 
http://www.cs.unc.edu/~azuma/ARpresence.pdf​
note:   "Augmented Reality, 3-D virtual objects are integrated into a 3D real environment in real time.  This survey discusses goals to consider for future development".

​​
B

Bat-flight inspires unique design for Micro Air Vehicles. (2016, February 18). Engineering and Physical Sciences Research Council (EPSRC). Retrieved February 20, 2017, from https://www.epsrc.ac.uk/newsevents/news/mavs/
​
Bandura, A. (1969). Social-learning theory of identificatory processes. Handbook of socialization theory and research, 213, 262. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1969HSTR.pdf
note:  "Modifying behavior to avoid failure. A learner who avoids challenges by taking on new, or more difficult tasks".

Bandura, A. (1977). Self-efficacy: toward a unifying theory of behavioral change. Psychological review, 84 (2), 191.  Retrieved from 
https://www.uky.edu/~eushe2/Bandura/Bandura1977PR.pdf
note:  "Efficacy expectations as a motivation to achieve goals".

Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual review of psychology, 52 (1), 1-26.  Retrieved from 
https://www.uky.edu/~eushe2/Bandura/Bandura2001ARPr.pdf
note:  "The ability to control one's purpose of life and their goals.  To be an agent in their own destiny.  One makes things happen".

Bandura, A. 2010. Self-Efficacy. In The Corsini Encyclopedia of Psychology. (4th Ed. pp. 1534-1536).  Hoboken, New Jersey: John Wiley & Sons. 1–3.  Retrieved from
 http://www.thefreelibrary.com/Applying+self+efficacy+theory+to+increase+interpersonal+effectiveness...-a0322563621

Bandura, A., & Adams, N. E. (1977). Analysis of self-efficacy theory of behavioral change. Cognitive therapy and research, 1 (4), 287-310.  Retrieved from 
https://www.uky.edu/~eushe2/Bandura/Bandura1977CTR-Adams.pdf
note:  "Changes in defensive behavior produced by different methods of treatment derived from a common cognitive mechanism".

Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice-Hall. Retrieved from
 https://www.uky.edu/~eushe2/Bandura/Bandura1989ACD.pdf

Bandura, A. (1989). Human agency in social cognitive theory. American psychologist, 44 (9), 1175.  Retrieved from 
https://www.uky.edu/~eushe2/Bandura/Bandura1989AP.pdf

Bandura, A. (1991). Self-regulation of motivation through anticipatory and self-regulatory mechanisms. In R. A. Dienstbier (Ed.), Perspectives on motivation: Nebraska symposium on motivation (Vol. 38, pp. 69–164). Lincoln: University of Nebraska Press. Retrieved from https://www.uky.edu/~eushe2/Bandura/Bandura1991Nebraska

Bandura, A. (2001). Social cognitive theory: An agentic perspective. Annual review of psychology, 52 (1), 1-26.  Retrieved from 
https://www.uky.edu/~eushe2/Bandura/Bandura1999AJSP.pdf
note:  "Unless people believe that they can produce desired effects by their actions they have little incentive to act or to persevere in the face of difficulties".


Bowman, R. F. (1982). A Pac-Man theory of motivation. Tactical implications for classroom instruction. Educational Technology, 22(9), 14-17.  Retrieved from https://dixieching.wordpress.com/2011/03/27/a-pac-man-theory-of-motivation-bowman-1982/
note:  "Bowman concludes that “Pac-Man‘s addictiveness would be explained as follows: It is an action system where skills and challenges are progressively balanced, goals are clear, feedback is immediate and unambiguous".

Branscombe, M. (2015). Showing, Not Telling. The Reading Teacher, 69 (3), 321-329.  Retrieved from
 http://onlinelibrary.wiley.com/doi/10.1002/trtr.1375/epdf?r3_referer=wol&tracking_action=preview_click&show_checkout=1&purchase_referrer=onlinelibrary.wiley.com&purchase_site_license=LICENSE_DENIED_NO_CUSTOMER  note:  A fee is required to read the article. "The article is grounded in Vygotsky's theory of tools as shaping cognition and in the article, tableau is presented as a tool that changes the way students think about informational texts and enhances comprehension".

Bringing Mixed Reality to the Fleet. (n.d.). Retrieved February 20, 2016, from 
http://www.public.navy.mil/spawar/Pacific/BEMR/Pages/default.aspx

Brock, D. C., & Moore, G. E. (Eds.). (2006). Understanding Moore's law: four decades of innovation. Chemical Heritage Foundation.  Retrived from
 http://www.chemheritage.org/Downloads/Publications/Books/Understanding-Moores-Law/Understanding_Moores_Law.pdf 
note:  "The history of semiconductor electronics to 1965, the origins for Gordon Moore's 1965's Paper, Progress in Digital Integrated electronics".


C
"ChemicAble": Tangible interaction approach for learning chemical bonding. In Proceedings of the 11th Asia Pacific Conference on Computer Human Interaction (pp. 416-421). ACM.  http://dl.acm.org/citation.cfm?id=2525211
note:  Fee required to view article.

Choi, D. H., Dailey-Hebert, A., & Estes, J. S. (2016). Emerging tools and applications of virtual reality in education. Hershey, PA: IGI Global.  Retrieved from
 http://www.igi-global.com/book/emerging-tools-applications-virtual-reality/140959

Cotugno, F., (2016) Managing Increasing User Needs Complexity Within the ITA Army Agile Framework.  Springer International Publishing Switzerland.  Retrieved from
 http://link.springer.com/book/10.1007%2F978-3-319-27896-4#page-2

Coman, C., van Paridon, P., & Fiore, F. (2016). Consumer Electronics Augmented Reality in Defense Applications. In Proceedings of 4th International Conference in Software Engineering for Defence Applications (pp. 51-58). Springer International Publishing.


D
Doppelt, Y., (2009) Assessing Creative Thinking in Design-Based Learning"  Retrieved from  http://link.springer.com/article/10.1007/s10798-006-9008-y#/page-1
note: " The use of design-based learning to support the documentation of an authentic project  learners are creating.   


E

e Silva, A. D. S. (2009). Digital cityscapes: Merging digital and urban playspaces (Vol. 57). Peter Lang.  Reading the abstract for the article- http://www.amazon.com/Digital-Cityscapes-Merging-Playspaces-Formations/dp/1433105322
note:  "Recommended for critics, creators, and players alike.» (Ian Bogost, Associate Professor at Georgia Tech, and video game researcher, critic, and designer)
-This admirably diverse and timely volume brings together leading theorists and practitioners with a wide range of disciplinary and geographical perspectives".
F
Fuchs, H., Bishop, G., Arthur, K., McMillan, L., Bajcsy, R., Lee, S., ... & Kanade, T. (1994, September). Virtual space teleconferencing using a sea of cameras. In Proc. First International Conference on Medical Robotics and Computer Assisted Surgery (Vol. 26). Retrieved from http://collab.nlm.nih.gov/webcastsandvideos/siirsv/uncslides.pdf
note:  "Telepresence, a virtual environment is constructed by displaying the acquired data from the remote site in accordance with the head position and orientation of a local participant".


G
Gibson, S. K. (2004). Social learning (Cognitive) theory and implication for human resource development. Advances in Developing Human Resources, 6 (2), 193-210.  Retrieved from http://adh.sagepub.com/content/6/2/193.abstract
note:  "Social learning, the problems and solutions".  


Gredler, M. E. (2009).  Technology and Student Learning:  Toward a Learner-Centered Teaching Model. 4th edition. New Jersey: Pearson Education.  Association for the Advancement of Computing in education Journal, 17 (1), 11-22  Retrieved from 
https://www.researchgate.net/profile/Jared_Keengwe/publication/255567367_Technology_and_Student_Learning_Towards_a_Learner-Centered_Teaching_Model/links/546e15350cf29806ec2e7941.pdf

H
Herbst, I., Braun, A. K., McCall, R., & Broll, W. (2008, September). TimeWarp: interactive time travel with a mobile mixed reality game. In Proceedings of the 10th international conference on Human computer interaction with mobile devices and services (pp. 235-244). ACM.

Hooft, M., Nyangau, J., Volume 8, Number 1. Spring 2012. "Is Game Based Learning an Effective Instructional Strategy to Engage students in Higher education in Singapore?  A Pilot Study." Journal of the Research Center for Educational Technology.  Kent State University.  Retrieved from 
http://www.rcetj.org/index.php/rcetj/article/view/160/261 
note:  One of four articles discuss learning methods.  Today's Learner, the Internet Generation.  Multi-tasking, graphics, and game based learning.


J
Jafari Naimi, N. (2015). MRx as a participatory platform. Digital Creativity, 26 (3-4), 207-220.  Retrieved from
 http://www.tandfonline.com/doi/abs/10.1080/14626268.2015.1100121?journalCode=ndcr20
​

Joseph, S. R., & Uther, M. (2009). Mobile devices for language learning: Multimedia approaches. Research and Practice in Technology Enhanced Learning, 4 (01), 7-32. Retrieved from http://telrp.springeropen.com/articles/10.1186/s41039-016-0028-2


Johnson, E. (2015, June 8). Boeing Says Augmented Reality Can Make Workers Better, Faster. Retrieved February 18, 2016, from 
http://recode.net/2015/06/08/boeing-says-augmented-reality-can-make-workers-better-faster/


K 
Khan, S., Cheng, H., & Kumar, R. (2013). A Hierarchical Behavior Analysis Approach for Automated Trainee Performance Evaluation in Training Ranges. In Foundations of Augmented Cognition (pp. 60-69).  Retrieved from https://www.sri.com/work/publications/hierarchical-behavior-analysis-approach-automated-trainee
​
Krevelen, D., Poelman, R., (2010). A Survey of Augmented Reality Technologies, Applications and Limitations.  The International Journal of Virtual Reality.  Retrieved April 9, 2016, from
 http://kjcomps.6te.net/upload/paper1%20.pdf
note:  
Augmented Reality (AR) technologies tested in the Netherlands. Background, the first prototypes were used in Harvard University during the 1960's.  Military, Medical, Engineering, and Entertainment tested the early models and wrote of the limitations of the "Sword of Damocles" which was heavy, it needed to be supported by the ceiling.  The author Ronald Poelman at the time of the article was a graduate student working towards his PhD at TU Delft University of Technology".
L
​
Lamon, M., Chan, C., Scardamalia, M., Burtis, J., & Brett, C. (1993, April). Beliefs about learning and constructive processes in reading: Effects of a computer supported intentional learning environment. In Annual Meeting of the American Educational Research Association. Retrieved April 1, 2016, from
 http://www.ikit.org/fulltext/1993beliefs/beliefs.pdf
note:  "Research shows that the students beliefs about their own learning are related to their academic achievement.  Article has evidence to backup their claims which support documentation from learning theories".

Leopold, G. (2017, January 13). DoD ramps micro drones after successful 'swarm' test.  Defense Systems.  Retrieved January 15, 2017, from
 https://defensesystems.com/articles/2017/01/13/swarmleopold.aspx​

M
Magic Leap to Bring Augmented Reality to Life. (2016, February 24). Retrieved February 24, 2016, from http://www.foxbusiness.com/features/2016/02/24/magic-leap-to-bring-augmented-reality-to-life.html

Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive science, 5 (4), 333-369. Retrieved from 
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.455.9328&rep=rep1&type=pdf

Mazuryk, T., & Gervautz, M. (1996). Virtual Reality-History, Applications, Technology and Future. Retrieved from 
https://www.cg.tuwien.ac.at/research/publications/1996/mazuryk-1996-VRH/TR-186-2-96-06Paper.pdf

Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77 (12), 1321-1329.  Retrieved from
 http://etclab.mie.utoronto.ca/people/paul_dir/IEICE94/ieice.html

N
Norman, J. (2016). Ivan Sutherland and Bob Sproull Create the First Virtual Reality Head Mounted Display System. Retrieved February 18, 2016, from http://www.historyofinformation.com/expanded.php?id=1087


Nawahdah, M., & Inoue, T. (2011, March). Positioning a virtual teacher in an MR physical task learning support system. In Proceedings of the 2011 ACM Symposium on Applied Computing (pp. 1169-1174). ACM.  Authors' profile is available on LinkedIn

O
Ohshima, T., & Tanaka, C. (2014, November). MR coral sea: mixed reality aquarium with physical MR displays. In SIGGRAPH Asia 2014 Emerging Technologies (p. 10). ACM.

Olmedo, H., & Augusto, J. (2012, October). From augmented reality to mixed reality: technological options. In Proceedings of the 13th International Conference on Interaction Persona- Ordenador (p. 36). ACM.  Retrieved from 
http://dl.acm.org/citation.cfm?id=2379636&picked=prox

Q
Quigley, A., & Grubert, J. (2015, August). Perceptual and social challenges in body proximate display ecosystems. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (pp. 1168-1174). ACM.  Retrieved from 
https://risweb.st-andrews.ac.uk/portal/en/researchoutput/perceptual-and-social-challenges-in-body-proximate-display-ecosystems(6b33cf9e-b17d-467c-9cd3-04989627ecdc)/export.html
Q
Quigley, A., & Grubert, J. (2015, August). Perceptual and social challenges in body proximate display ecosystems. In Proceedings of the 17th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct (pp. 1168-1174). ACM.  Retrieved from
 https://risweb.st-andrews.ac.uk/portal/en/researchoutput/perceptual-and-social-challenges-in-body-proximate-display-ecosystems(6b33cf9e-b17d-467c-9cd3-04989627ecdc)/export.html

​​R
Raes, A., & Schellens, T. (2016). The effects of teacher-led class interventions during technology-enhanced science inquiry on students’ knowledge integration and basic need satisfaction. Computers & Education, 92, 125-141.  Retrieved from https://biblio.ugent.be/publication/6973920


Rouse, R., Engberg, M., Jafarinaimi, N., & Bolter, J. D. (2015). MR X: An interdisciplinary framework for mixed reality experience design and criticism. Digital Creativity, 26 (3-4), 175-181. Retrieved February 20, 2016, from http://www.tandfonline.com/doi/pdf/10.1080/14626268.2015.1100123


Rouse, R. (n.d.). Rebecca Rouse CV. Retrieved February 22, 2016, from http://www.rebeccarouse.com/about.html

Rouse, R. (2015). MRx as a performative and theatrical stage. Digital Creativity, 26 (3-4), 193-206.  Retrieved from http://www.tandfonline.com/doi/abs/10.1080/14626268.2015.1100121?journalCode=ndcr20

S​
SBIR. (2016, February 17). Augmented / Mixed Reality for Force-on-Force Combat Casualty Care. Retrieved February 20, 2016, from https://www.sbir.gov/sbirsearch/detail/870687

Santos, M. E. C., Taketomi, T., Yamamoto, G., Rodrigo, M. M. T., Sandor, C., & Kato, H. (2016). Augmented reality as multimedia: the case for situated vocabulary learning. Research and Practice in Technology Enhanced Learning, 11 (1), 1-23.  Retrieved from https://www.researchgate.net/publication/291336075_Augmented_reality_as_multimedia_the_case_for_situated_vocabulary_learning 
note:  Augmented Reality as Multimedia.  Used to create learning experiences.  Design for education for all industries, apply learning theories.  Examples included vocabulary training".  


Scardamalia, M., & Bereiter, C. (1993). Technologies for knowledge-building discourse. Communications of the ACM, 36 (5), 37-41.  Retrieved from 
https://www.researchgate.net/publication/220426026_Technologies_for_Knowledge-Building_Discourse


Schaller, R. (1997). Moore’s law: past, present and future. Spectrum, IEEE, 34, 52–59.  Retrieved from https://books.google.com/books?id=MLmQCgAAQBAJ&lpg=PA322&ots=I-KWHE4Irp&dq=Schaller%2C%20R.%20(1997).%20Moore%E2%80%99s%20law%3A%20past%2C%20present%20and%20future.%20Spectrum%2C%20IEEE%2C%2034%2C%2052%E2%80%9359.&pg=PA296#v=onepage&q=Schaller,%20R.%20(1997).%20Moore%E2%80%99s%20law:%20past,%20present%20and%20future.%20Spectrum,%20IEEE,%2034,%2052%E2%80%9359.&f=false

Song, H. S., Kalet, A. L., & Plass, J. L. (2016). Interplay of prior knowledge, self‐regulation and motivation in complex multimedia learning environments. Journal of Computer Assisted Learning, 32 (1), 31-50.  Retrieved from http://onlinelibrary.wiley.com/doi/10.1111/jcal.12117/full

Starner, T., Mann, S., Rhodes, B., Levine, J., Healey, J., Kirsch, D., ... & Pentland, A. (1997). Augmented reality used in wearable computing. Presence: Teleoperators and Virtual Environments, 6 (4), 386-398.  Retrieved from http://www.mitpressjournals.org/doi/pdf/10.1162/pres.1997.6.4.386

T
Tecchia, F., Avveduto, G., Brondi, R., Carrozzino, M., Bergamasco, M., & Alem, L. (2014, November). I'm in VR!: using your own hands in a fully immersive MR system. In Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology (pp. 73-76). ACM.  Retrieved from  http://www.rcetj.org/index.php/rcetj/article/view/160/261 
note:  "Four articles include; Is Game Based Learning an Effective Instructional Strategy to Engage Students in Higher Education in Singapore?  A Pilot Study.  The second article;  Using Adaptive Link Hiding to Provide Learners With additional Learning Materials in a Web-Based System.  The third article is titled; Challenges Experienced in the First Year of Implementation of a Teaching and Learning Virtual Partnership at the University of Namibia".  The fourth article is titled; Social Media and Marketing of Higher Education: A Review of the Literature".
W
Wolters, C. A. (1998). Self-regulated learning and college students' regulation of motivation. Journal of educational psychology, 90 (2), 224.  Retrieved from http://psycnet.apa.org/psycinfo/1998-02710-004​
note:  "The models of self-regulated learning.  What strategies do students use to regulate their motivation?  How is motivational regulation related to self regulated learning, and achievement.  Students use cognitive, volitional, and motivational strategies".

Wu, H. K., Lee, S. W. Y., Chang, H. Y., & Liang, J. C. (2013). Current Status, Opportunities and Challenges of Augmented Reality in Education. Computers & Education, 62, 41-49.  Retrieved from
 http://www.editlib.org/p/132254/
note:  "
Augmented Reality (AR) has different meanings depending on the industry. In the field of Education there are three categories of instructional approaches.  This article provides insight into potential solutions to the challenges that researchers have noted, and make recommendations towards future research".

Payne e-Portfolio
Dana Payne

Testing the chat box widget from chatango.com
Titled ​Q&A
.

​​E-mail dpayne@csumb.edu

  • Home
    • Annotated Bibliography
    • Applications
    • Professional Organizations
  • Term 1A & 1B
    • T1. A. 501 Technology Workshop >
      • Set Up, ePortfolio
      • Audio / Video
      • Instructional Video
      • Interactive Video and Multimedia
      • Learning Management Systems
      • Tools- Research/ Searching
      • Webology
      • 501 Assignments
    • T1. A. 524 Instructional Technology >
      • Intro, ISD, Controversies
      • Behaviorism / Cognitivism
      • Constructivism
      • Performance/ Change Management
      • Views, Issues, Lecternnosaurus
      • Trends, Issues, Ethics
      • Current Issues/ New Directions
      • Wrap Up
      • 524 Assignments
    • T1. B. 522 Instructional Design >
      • Introduction, ISD Model
      • Needs Analysis 1
      • Task Analysis 2
      • Analysis / Design 1
      • Design 2
      • Asynchronous Seminar
      • Implementation / Evaluation 2
      • 522 Assignments
    • T1. B. 511 Writing Workshop >
      • APA / In-Text Citations
      • Evaluation APA/ Reference
      • Conjunction
      • Apostrophe
      • Annoted Bibliography
      • Implementation / Evaluation 2
      • Guides
      • Workshop Reflection
      • 511 Assignments
  • Term 2
    • T2. 520 Learning Theories >
      • Learning Theory
      • The Brain, Skinner
      • Robert Gagné - Information
      • Social Constructivism/ Metacognition
      • Inuit Holistic Lifelong L.M.
      • Albert Bandura
      • Motivation in Learning
      • Putting It All Together
      • 520 Assignments
    • T2. 531 Multimedia Tools >
      • Basics
      • Audio
      • Scripting, Editing, Titles
      • Framing, shots, and Movements
      • Preparation, Lighting, and Interviews
      • Theory and Copyright
      • Final Instructional Video
      • 531 Assignments
  • Term 3
    • T3. 526 Interactive Multimedia Instruction >
      • Authoring Software
      • Try it/ Guide me
      • Test me
      • Drag and Drop
      • Final Projects
      • Tin Can
      • Project Simulation
      • Audio / Images
  • Term 4
    • T4. 622 Assessment/ Evaluation >
      • Evaluation
      • Inferential Statistics and Evaluation Models
      • T-Test / Meaning of Scores
      • Data Collection Methods
      • Usability Test / Performance Assessment
      • Evaluation Data
      • Ethics, Bias, and Effective Evaluation
      • Data Analytics and Wrapping Up
  • Term 5
    • T5. 541 Multimedia Tools II: Interactive Media >
      • HTML5 / Common Tags
      • CSS
      • jQuery UI Lab 2
      • jQuery UI Lab 3
      • Storyboard/ lab 4
      • Local Storage Lab 5
      • Image Map/ Hot Spot
      • Final Project Description
      • 541 Assignments
      • checking_fluid_levels
    • T4. 626 Advanced Instructional Design >
      • 1 ISD Models, Team Projects
      • 2 Analysis 1, Needs Assessment
      • 3 Task Analysis, Content Types
      • 4 Assessments/ Testing
      • 5 Course Design, Lesson Design
      • 6 Development, Adding Activites
      • 7 Formative Evaluation
      • 8 Final Product
      • 626 Assignments
  • chat room