Editorial

Welcome to Volume 3 (Issue 2) of the Electronic Journal of Instructional Science and Technology. This is our first Issue of the journal for year 2000 so it is somewhat special in that sense. There are 4 papers in this Issue and we hope you will find something of interest in all or some of them.

The first paper in this Issue by Gregory MacKinnon (Integrated Interactive Science Software: A New Role for Teachers) describes a model for teachers to create their own software, based on their particular curricular outcomes. The author claims that the implementation of this model could have profound implications for the classroom processes in that it has the potential to promote a truly facilitative role for the teacher.

Virginia Kupritz's paper, with its very recognizable title (The medium is the message: Implications for teaching in cyberspace), attempts to shed some light on the functional relationship between information, context and meaning in learning environments.

There are two papers in this Issue by Sharon Gander. The first paper (Development of a Corporate Learning Game) is a case study on the development of a learning game for adults in a corporate environment. This paper provides a window on one educational game's development process within the corporate education/training environment.

Sharon's second paper (Does Learning Occur through Gaming?) explores if Cerner Corporation's computer-based game, HNAM DataQuest: The Millennium Architecture Knowledge Adventure taught the concepts that it was intended to teach. This report of CVU's results with computer-based gaming offers some support for the use of games designed expressly to teach specific knowledge.

So enjoy, and as usual we welcome your comments and thoughts on any of the issues raised in this Issue of the eJIST. Please address all such correspondence to the Executive Editors.

Som Naidu & Olugbemiro Jegede