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Pilhyoun Yoon; Sangsun Han; Kibum Kim – Active Learning in Higher Education, 2025
This study is based on the hypothesis that group cohesion and efficacy have significant effects on the academic performance of individuals in online (virtual) education environments no less than in-person education environments. To that end, this study explores the effectiveness of group activities in a virtual classroom environment using VC…
Descriptors: Group Dynamics, Cooperative Learning, Group Behavior, Group Activities
Hasan, Bassam; Ali, Jafar – Decision Sciences Journal of Innovative Education, 2007
Although group project concepts and skills have become a major component in most information systems (IS) academic programs, very little research has attempted to examine factors that may improve or undermine effectiveness of IS group projects. Accordingly, based on relevant literatures, this study develops and empirically tests a model of factors…
Descriptors: Information Systems, Computer Science Education, Student Projects, Group Activities

Thiagarajan, Sivasailam – Simulation & Gaming, 1997
Cash games are simulation activities which feature real cash prizes and explore interpersonal skills and concepts. EASY MONEY is one such game, featuring an investment activity which focuses on trust among team members in ambiguous decision-making situations. Directions for administering the game and suggestions for applying a standard six-phase…
Descriptors: Cooperative Learning, Decision Making, Group Behavior, Group Unity
Hannikainen, Maritta; van Oers, Bert – 1999
The social and collective aspect in human activities has become one of the main issues in Vygotskian analyses of learning and development. The study assumed that this aspect presupposes some feeling of belonging together and having a shared commitment on the part of the participants. Asserting that relatively little attention has been given to…
Descriptors: Conflict Resolution, Cooperative Learning, Elementary School Students, Foreign Countries