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Joo Baek Kim – ProQuest LLC, 2015
With rapid advance of information technology (IT), computer-based gaming has flourished for decades. Gaming becomes a part of modern culture, especially among emerging digital generations. In addition to the entertaining purpose, attempts are made to use games for serious purpose, such as education and training. With the genuine characteristics…
Descriptors: Business Administration Education, Game Based Learning, Computer Uses in Education, Graduate Students
Weinberg, Amie – ProQuest LLC, 2010
Students are beneficiaries of the educational system, yet little is known about their perceptions of the system. Furthermore, despite an increased focus on educational technology, many questions persist. Several previous studies about technology perceptions have focused on high school and college students. This study was designed to explore…
Descriptors: Student Attitudes, Elementary School Students, Computer Uses in Education, Technology Education
Regan, Nicole A. – ProQuest LLC, 2011
The purpose of this study is to explore the accuracy of the TeacherInsight online perceiver tool (Gallup University, 2007) in determining the effectiveness of high rated (n =14) and low rated (n =36) math and science new hire teachers summative appraisal ratings, completed graduate coursework, and retention status following one year and three…
Descriptors: Teacher Effectiveness, Teacher Persistence, Program Effectiveness, School Districts
Howard, Brian R. – ProQuest LLC, 2010
The purpose of this collective case study is to describe and explore a virtual learning community as experienced by women reentering higher education in an online graduate degree program. The grand tour question for this study was: How do reentry women in an online graduate program describe their experience in a virtual learning community? …
Descriptors: Asynchronous Communication, Females, Distance Education, Adult Learning