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Daniels, Zachary – ProQuest LLC, 2022
Marketers must adapt to the challenges created by the COVID-19 pandemic, which accelerated innovation and changes across the world, but specifically in the digital marketing industry. Consumer demand and purchasing behaviors have changed fundamentally, and these current trends are affecting how marketers utilize digital marketing. As a result,…
Descriptors: Marketing, Program Effectiveness, Simulation, Case Studies
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Cummins, R. Glenn; Smith, David W.; Callison, Coy; Mukhtar, Saqib – Journal of Extension, 2018
The case study addressed in this article illustrates the value of continuous response measurement (CRM) for testing and refining messages produced for distribution to Extension audiences. We used CRM to evaluate the responses of Extension educators and Natural Resources Conservation Service technical service providers to a video describing…
Descriptors: Extension Education, Extension Agents, Case Studies, Audience Response
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Ibáñez, Maria-Blanca; Di-Serio, Ángela; Delgado-Kloos, Carlos – IEEE Transactions on Learning Technologies, 2014
Gamification is the use of game design elements in non-game settings to engage participants and encourage desired behaviors. It has been identified as a promising technique to improve students' engagement which could have a positive impact on learning. This study evaluated the learning effectiveness and engagement appeal of a gamified learning…
Descriptors: Educational Games, Educational Technology, Technology Uses in Education, Computer Science Education
Julian, June; Crooks, Julian – Online Submission, 2011
Demonstrating the multiple features of the Cerulean Gallery in Second Life, this research report showcases several exemplar exhibits created by students, artists, and museums. Located in The Educational Media Center, a Second Life teaching and social space, the Cerulean Gallery exhibits functioned as case studies that tested its effectiveness as…
Descriptors: Computer Simulation, Social Systems, Internet, Art Products
Pensabene, Thomas C. – ProQuest LLC, 2011
Given the value of participant interaction to enhance learning, and the growth of blended (face-to-face and online) delivery, the purpose of this study was to examine the way instructor-designers approach interactions in blended learning environments, and the effectiveness of these approaches in terms of student satisfaction and expectations.…
Descriptors: Blended Learning, Instructional Design, Program Effectiveness, Interaction