Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 1 |
| Since 2017 (last 10 years) | 1 |
| Since 2007 (last 20 years) | 6 |
Descriptor
| Asynchronous Communication | 6 |
| Electronic Learning | 6 |
| Simulated Environment | 6 |
| College Students | 4 |
| Foreign Countries | 4 |
| Computer Mediated… | 3 |
| Computer Simulation | 3 |
| Distance Education | 3 |
| Role Playing | 3 |
| Synchronous Communication | 3 |
| Case Studies | 2 |
| More ▼ | |
Source
| Contemporary Issues in… | 1 |
| Educational Research | 1 |
| Interactive Technology and… | 1 |
| International Journal of… | 1 |
| International Review of… | 1 |
| Performance Improvement | 1 |
Author
| Edirisingha, Palitha | 1 |
| Fukawa-Connelly, Tim | 1 |
| Glynn, Maureen | 1 |
| Jarkko Suhonen | 1 |
| Koechli, Linda | 1 |
| Mikko Hyttinen | 1 |
| Minocha, Shailey | 1 |
| Morse, David R. | 1 |
| Nie, Ming | 1 |
| Salmon, Gilly | 1 |
| Silverman, Jason | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 6 |
| Reports - Research | 5 |
| Reports - Descriptive | 1 |
Education Level
| Higher Education | 4 |
| Postsecondary Education | 4 |
| High Schools | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Secondary Education | 1 |
Audience
Location
| United Kingdom | 2 |
| Canada (Toronto) | 1 |
| Finland | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Mikko Hyttinen; Jarkko Suhonen – International Journal of Technology in Education and Science, 2023
This case study outlines the development and utilization of a Mobile Augmented Reality (MAR) application to teach an asynchronous online lesson on e-commerce. The MAR technology was leveraged primarily to enhance the presentation of online learning materials, add interactivity to the learning process, and enable students to access the lesson from…
Descriptors: Electronic Learning, Asynchronous Communication, Physical Environment, Simulated Environment
Warner, Teri – Performance Improvement, 2012
Technologies continue to evolve to provide more compelling and interactive learning opportunities. Coaching has traditionally been face-to-face or by email. By combining the new technologies with coaching, learning developers now have the opportunity to develop an asynchronous, online, nonhuman coaching system, or e-coaching system. An e-coaching…
Descriptors: Educational Technology, Electronic Learning, Coaching (Performance), Employees
Fukawa-Connelly, Tim; Silverman, Jason – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2015
This paper explores student interactions from the Virtual Math Teams-With-GeoGebra Project, a computer-supported collaborative learning environment that allows individuals to interact, collaborate, and discuss user-created dynamic mathematics objects. Previous studies of virtual math teams have focused on the coconstruction of a joint problem…
Descriptors: Mathematics Skills, Mathematical Logic, Persuasive Discourse, Asynchronous Communication
Koechli, Linda; Glynn, Maureen – International Review of Research in Open and Distance Learning, 2014
This paper outlines an action research project involving the development of an educational online role-playing website, known as Lake Devo. Designed in keeping with constructivist principles, the website is used in select post-secondary courses at Ryerson University and allows learners to work synchronously, using visual, audio, and text elements…
Descriptors: Action Research, Role Playing, Constructivism (Learning), Web Sites
Salmon, Gilly; Nie, Ming; Edirisingha, Palitha – Educational Research, 2010
Background: In the 1990s, Salmon developed a five-stage model for enabling and scaffolding remote groups to work and learn together using asynchronous bulletin boards. The model has informed online learning and development practice across different levels and education for online and blended learning. Purpose: This paper reports our testing of the…
Descriptors: Photography, Archaeology, Cognitive Mapping, Scaffolding (Teaching Technique)
Minocha, Shailey; Morse, David R. – Interactive Technology and Smart Education, 2010
Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…
Descriptors: Foreign Countries, Web Sites, Distance Education, Cooperation

Peer reviewed
Direct link
