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Cheng, Xusen; Wang, Xueyin; Huang, Jianqing; Zarifis, Alex – International Review of Research in Open and Distributed Learning, 2016
On the one hand, a growing amount of research discusses support for improving online collaborative learning quality, and many indicators are focused to assess its success. On the other hand, thinkLets for designing reputable and valuable collaborative processes have been developed for more than ten years. However, few studies try to apply…
Descriptors: Satisfaction, Electronic Learning, Cooperative Learning, Program Effectiveness
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Simkin, Mark G. – Journal of Information Systems Education, 2015
Allowing students to grade their own homework promises several advantages to both students and instructors. But does such a policy make sense? This paper reports the results of an experiment in which eight separate assignments completed by approximately 80 students were first graded by the students using a grading rubric, and then re-graded by a…
Descriptors: College Students, Grading, Self Evaluation (Individuals), Homework
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McMahon, Kibby; Ruggeri, Azzurra; Kämmer, Juliane E.; Katsikopoulos, Konstantinos V. – Creativity Research Journal, 2016
Brainstorming research has claimed that individuals are more creative than groups. However, these conclusions are largely based on measuring creativity by the number of ideas generated, and researchers have tended to neglect other important components of creativity, such as the quality of developed ideas. These studies aim to address this gap in…
Descriptors: Foreign Countries, Concept Formation, Brainstorming, Creativity
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Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
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Wu, YuLung – Journal of Educational Computing Research, 2013
The teaching system in Taiwan is currently based on large classes where teachers cannot control student situations totally. In E-Learning System, a teacher who reviews a student's learning situation must examine the students' learning records according to different items, and further organize and define the students' current learning situations,…
Descriptors: Foreign Countries, Electronic Learning, Cooperative Learning, Academic Ability
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Dinet, Jerome; Vivian, Robin – British Journal of Educational Technology, 2012
Two experiments aim at describing the impact of friendship during a synchronous collaborative information retrieval (SCIR) with young pupils (recruited in Grade 3). In the first study, 68 pupils were asked to look for 13 answers in one of the three following conditions: on an individual basis (condition "Single"), as part of a designed duo with…
Descriptors: Friendship, Grade 3, Information Retrieval, Peer Relationship
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Noroozi, Omid; Weinberger, Armin; Biemans, Harm J. A.; Mulder, Martin; Chizari, Mohammad – Computers & Education, 2013
Learning to argue is prerequisite to solving complex problems in groups, especially when they are multidisciplinary and collaborate online. Environments for Computer-Supported Collaborative Learning (CSCL) can be designed to facilitate argumentative knowledge construction. This study investigates how argumentative knowledge construction in…
Descriptors: Control Groups, Experimental Groups, Problem Solving, Learning Processes
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Andres, Hayward P.; Shipps, Belinda P. – Journal of Information Systems Education, 2010
This study examines technological, educational/learning, and social affordances associated with the facilitation of project-based learning and problem solving in technology-mediated distributed teams. An empirical interpretive research approach using direct observation is used to interpret, evaluate and rate observable manifested behaviors and…
Descriptors: Student Projects, Active Learning, Interaction, Social Environment