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Knight, Michaelle H. – ProQuest LLC, 2016
Purpose. The purpose of this mixed-method study was to determine the degree of perceived differences for auditory, visual and kinesthetic learning styles of Traditionalist, Baby Boomers, Generation X and Millennial generational healthcare workers participating in technology-assisted healthcare training. Methodology. This mixed-method research…
Descriptors: Generational Differences, Cognitive Style, Computer Assisted Instruction, Health Personnel
Carroll, Norine – ProQuest LLC, 2017
By the year 2025, 75% of the workforce will consist of Generation Y (Kim, 2017). With the major shift in the workforce, organizations must consider the different learning styles and expectations of the Y generation, as compared to the previous, dominant generations (Tulgan, 2009). In order to determine if there is a difference in short-term and…
Descriptors: Retention (Psychology), Generational Differences, Pretests Posttests, Computer Assisted Instruction
Negron, Gregory P. – ProQuest LLC, 2017
Purpose: The purpose of this quantitative study was to determine the degree of effectiveness and preferences as it related to various computer-based training (CBT) and instructor-based training (IBT) types as perceived by baby boomer, Generation X, and millennial generational Space and Naval Warfare Systems Center Pacific (SSC Pacific) employees…
Descriptors: Generational Differences, Public Agencies, Statistical Analysis, Computer Assisted Instruction
Franetovic, Marija – ProQuest LLC, 2012
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
Descriptors: Educational Environment, Virtual Classrooms, Cooperative Learning, Learner Engagement
Robertson, Michael James – ProQuest LLC, 2009
Digital games and simulations are receiving considerable notice within the library and information science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development.…
Descriptors: Information Science Education, Scaling, Academic Libraries, Information Science