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Lucas, Rhonda Luvenia – ProQuest LLC, 2023
The purpose of this study was to determine if the use of Real-World Experiences in Active Learning (R.E.A.L.) impacted student learning outcomes in an undergraduate information systems (IS) data communication and networking course. A quasi-experimental, quantitative approach was used to investigate whether the R.E.A.L. treatments, used as active…
Descriptors: Experiential Learning, Active Learning, Outcomes of Education, Undergraduate Students
Morton, Sarah Ann – ProQuest LLC, 2019
Women remain underrepresented in Science, Technology, Engineering, and Math (STEM) disciplines. A lot of research has examined individual-level impacts of their absence, such as women's lack of interest in STEM, their lack of sense of belonging, and low math confidence. In this dissertation, I use Acker's theory of gendered organizations as a…
Descriptors: STEM Education, Organizational Culture, Females, College Graduates
Beemer, Brandon Alan – ProQuest LLC, 2010
The research presented in this dissertation focuses on the organizational and consumer need for knowledge based support in unstructured domains, by developing a measurement scale for dynamic interaction. Addressing this need is approached and evaluated from two different perspectives. The first approach is the development of Knowledge Based…
Descriptors: Artificial Intelligence, Intellectual Disciplines, Interaction, Classification
Djajalaksana, Yenni M. – ProQuest LLC, 2011
Many universities and colleges have placed increased emphasis on teaching excellence in higher education. Efforts to promote teaching excellence vary from the development of alternative new pedagogies as well as research exploring strategies to improve existing teaching practices. Logically, different disciplines employ different instructional…
Descriptors: Educational Strategies, Electronic Learning, Online Courses, Learning Strategies
Buse, Alleta Carol – ProQuest LLC, 2009
The purpose of this dissertation was to gain new insight into video game playing, exposure, and preferences as well as perceptions toward success with computers between students in computer related disciplines (CRD) and students in non computer related disciplines (NCRD). Perceptions toward success with computers were measured using a slightly…
Descriptors: Undergraduate Students, Video Games, Females, Self Efficacy