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Baiyun Chen; Ronald F. DeMara – IEEE Transactions on Education, 2024
The COVID-19 pandemic has introduced challenges to delivering laboratory-based STEM curricula. This study evaluates students' learning experience in a synchronous team design activity within the laboratory component of an undergraduate Computer Engineering course during the pandemic. Using the EduPad digital platform, students collaborated in…
Descriptors: Synchronous Communication, Distance Education, Engineering, STEM Education
Esther Sackett; Lisa M. Amoroso – Management Teaching Review, 2024
Challenged by COVID-19, we sought ways to increase engagement in the virtual classroom, capitalizing on a popular multiplayer game to teach persuasion to undergraduate students. In the game "Among Us[R]," players ("Crewmates") work together to repair their spaceship before it explodes while being attacked by other players…
Descriptors: Electronic Learning, Video Games, Computer Games, Game Based Learning
Wenzel, Thomas – Journal of Chemical Education, 2020
The use of synchronous remote teaching methods in two undergraduate analytical chemistry courses during the COVID-19 pandemic is described. Classes were convened using cloud-based video conferencing software, and the majority of class time involved students working in small groups on worksheets. All group activities were followed by a whole-class…
Descriptors: Cooperative Learning, Distance Education, Chemistry, College Science
Barrett, Ashley K.; Murphy, Melissa – Communication Teacher, 2019
Courses: Organizational Communication, Small Group Communication, Organizational Decision-making, and Communication Technology. Objective: The objectives of this activity are twofold: (1) to engage students in the practice of small-group decision making bounded by temporal, situational, and cognitive constraints; and (2) to demonstrate how these…
Descriptors: Work Environment, Participative Decision Making, Logical Thinking, Group Activities
Mannion, Caitlin MacKenzie – Public Services Quarterly, 2021
When the COVID-19 pandemic forced universities in China to abruptly transition to virtual instruction, library services adapted quickly to provide research services, instruction, and access to collections. The library at NYU Shanghai was about to begin its sixth year of providing library research workshops to Freshmen enrolled in foundational…
Descriptors: Foreign Countries, COVID-19, Pandemics, School Closing
Ekblaw, Robert – Contemporary Issues in Education Research, 2016
Group projects have long been used in face-to-face instruction to improve cognitive learning among its students. Group projects not only provide practical experience and allow students to practice the concepts they have learned, but also teach the students creative construction and group dynamics. As important as group projects have proven in…
Descriptors: Group Activities, Student Projects, Electronic Learning, Group Dynamics
Falcao, Taciana Pontual; Price, Sara – International Journal of Computer-Supported Collaborative Learning, 2011
Tangible technologies and shared interfaces create new paradigms for mediating collaboration through dynamic, synchronous environments, where action is as important as speech for participating and contributing to the activity. However, interaction with shared interfaces has been shown to be inherently susceptible to peer interference, potentially…
Descriptors: Conflict, Discovery Learning, Cooperative Learning, Interaction
Wedig, Timothy – PS: Political Science and Politics, 2010
Classroom simulations can make a significant contribution to learning outcomes in political science courses, provided that they are firmly linked to course content and learning objectives. This article offers a step-by-step decision framework for instructors seeking to use simulations as a core component of their courses, including selection of an…
Descriptors: Simulation, Political Science, Selection, Teacher Role
Cheong, Christopher; Bruno, Vince; Cheong, France – Journal of Information Technology Education: Innovations in Practice, 2012
An important aspect of education is to promote higher-order thinking skills to learners. However, in the lecture environment, learners are passively engaged and it is unlikely for higher-order thinking to occur. Although interventions such as "clickers" can be used to increase engagement in lectures, this does not necessarily promote…
Descriptors: Foreign Countries, Instructional Design, Handheld Devices, Computer Software
Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio – Marketing Education Review, 2011
This paper explores the use of simulations in virtual reality to teach students the fundamental processes behind retailing and product development. The project described involved one class of students who developed their own clothing lines of "virtual merchandise." A second class of students then "purchased" the wholesale…
Descriptors: Retailing, Clothing, Cooperative Learning, Student Projects

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