Afin d’assurer l’intégration des technologies de l’information et de la
communication (TIC) dans les universités, il est essentiel de comprendre comment les
étudiants et leurs enseignants perçoivent leurs compétences et l’utilisation des TIC. Des
données ont été recueillies d’étudiants et d’enseignants dans 12 universités québécoises par
des questionnaires fondés sur les théories psychopédagogiques dans le contexte de
l’intégration des technologies éducatives. Les résultats montrent que pour les enseignants,
l’efficacité de l’utilisation des TIC et des stratégies interactives de l’enseignement
prédisent plus fortement une perception positive de l’expérience d’apprentissage en classe.
Cependant pour les étudiants, les cours magistraux qui sont stimulants sont l’élément le
plus important de leur appréciation d’apprentissage. Les possibilités de recherche future
sont discutées à la lumière des résultats de cette étude.We are witnessing the integration of increasingly sophisticated information and
communication technologies (ICTs) in higher education settings. Understanding learners’ and
instructors’ perceptions of their proficiency and use of ICTs is critical to the success of
their integration in universities. Using a theoretical framework grounded in technology
integration and educational psychology, survey data were collected from students and
instructors spanning 12 Quebec universities. Results show that, for instructors, the
efficacy of ICT use, and constructivist, interactive forms of teaching most strongly predict
a positive perception of the classroom learning experience. Meanwhile, for students,
stimulating lectures are the chief predictors of their learning appreciation. Directions for
future research are discussed in light of the results of this study
This article reports on the results of a representative sample meta-analysis that explored the effects of interactive versus didactic pedagogy using computerassisted instruction on measures of academic achievement. A systematic literature search revealed 40 studies, from which 55 effect sizes were extracted. The random effects model of analysis of these effect sizes revealed that the overall positive mean effect size of 0.175 was significantly different from zero; indicating that, on average, students receiving computer-assisted instruction within interactive learning settings outperformed students receiving computer-assisted instruction within didactic learning settings on measures of academic achievement. The mixed effect analysis of moderator variables revealed statistical significance for the "education level" (i.e., elementary, secondary, higher education), "nature of technology" (i.e., interactive, presentation), and "technology saturation" (i.e., 100%, 50-99%, less than 50%) variables. The theoretical and practical implications of these results, as well as future research recommendations are discussed.
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<p>This course offers an expansion to the core elements of game design, focusing on the specifics of game mechanics. It provides students with the opportunity to develop game mechanics based on the core ideas for personal game projects previously explored. Using an iterative design process that involves genre and demographics research, students will begin to prototype mechanics as part of the development of their own interactive 3d creations via written or digital productions explored in the first course. </p>
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<p>For each of my courses, which are typically hybrid, students are greeted with a new trailer each term. This is the 2023 version of Game Design II: Game Mechanics.</p>
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