2016
DOI: 10.24059/olj.v20i1.607
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Utilizing a Simulation within an Online School Technology Leadership Course

Abstract: Online courses and programs have grown to become and continue to be a popular option for students. As part of an online Master’s of Education in Instructional Technology program, students must complete a school technology leadership course. Leadership decision making, policy making, and how to have innovations take hold in a school settings are important things to learn about, but are even more important concepts for students to be able to practice. This case study details the reasoning behind, utilization of,… Show more

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Cited by 1 publication
(3 citation statements)
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“…Nevertheless, one study indicates that the overall positive perception of students depends on the different forms of games (Riemer & Schader, 2015), namely, simulations promote a less positive effect compared to quizzes and adventures. Some other studies diverge further in their findings, indicating either neutral (Rajan et al, 2013;Strycker, 2016;Franciosi, 2016) or negative student attitudes towards the use of games Jiménez-Munguía & Luna-Reyes, 2012). Also, there are limited results on the effect of games on student self-efficacy, with one study demonstrating moderate post-training self-efficacy (Sitzmann, 2011).…”
Section: Discussionmentioning
confidence: 77%
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“…Nevertheless, one study indicates that the overall positive perception of students depends on the different forms of games (Riemer & Schader, 2015), namely, simulations promote a less positive effect compared to quizzes and adventures. Some other studies diverge further in their findings, indicating either neutral (Rajan et al, 2013;Strycker, 2016;Franciosi, 2016) or negative student attitudes towards the use of games Jiménez-Munguía & Luna-Reyes, 2012). Also, there are limited results on the effect of games on student self-efficacy, with one study demonstrating moderate post-training self-efficacy (Sitzmann, 2011).…”
Section: Discussionmentioning
confidence: 77%
“…Shieh et al's (2010) mixed methodology research reveals that experimental groups show positive attitudes toward an innovative learning environment and outperform the control groups (in conventional classes). Some studies depict either neutral effects (Rajan et al, 2013;Beuk, 2015;Bolliger et al, 2015;Dankbaar et al, 2016;Strycker, 2016) or negative attitudes towards game use in the learning experience (Jiménez-Munguía & Luna-Reyes, 2012). Students experience more anxiety and boredom during conventional courses, which acts as an impediment to acquiring substantial problem-solving skills.…”
Section: Attitudes and Satisfactionmentioning
confidence: 99%
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