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Sanchez, Diana R. – ProQuest LLC, 2017
Recent years have shown a rise in the application of serious games used by organizations to help trainees learn and practice job related skills (Muntean, 2011). Some sources have projected a continued growth in the development and application of video games for novel purposes (Sanders, 2015). Despite the increasing use of video games for workplace…
Descriptors: Video Games, Educational Games, Comparative Analysis, Outcomes of Education
Webster-Trotman, Shana P. – ProQuest LLC, 2010
In 2008, 33.7 million Americans teleworked from home. The Telework Enhancement Act (S. 707) and the Telework Improvements Act (H.R. 1722) of 2009 were designed to increase the number of teleworkers. The research problem addressed was the lack of understanding of factors that influence home-based teleworkers' job satisfaction. Job dissatisfaction…
Descriptors: Research Problems, Teleworking, Job Satisfaction, Interpersonal Relationship
Fukuda, Chie – ProQuest LLC, 2010
This dissertation explores identity construction, mainly focusing on the ethnonational identity of "Japanese," in contrast to that of "non-Japanese" from ethnomethodological and social constructionist perspectives. Within these approaches, identity is not given "a priori" but emerges through sociohistorical contexts…
Descriptors: Interpersonal Relationship, Interaction, Foreign Countries, Self Concept
Kou, Xiaojing – ProQuest LLC, 2011
Various formats of online discussion have proven valuable for enhancing learning and collaboration in distance and blended learning contexts. However, despite their capacity to reveal essential processes in collaborative inquiry, current mainstream analytical frameworks, such as the cognitive presence framework (Garrison, Anderson, & Archer,…
Descriptors: Interaction, Computer Mediated Communication, Discourse Analysis, Interaction Process Analysis

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