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Rachael Blasiman; Sheren Elsayed-Farag; Kristine Harrington – Journal of Interactive Learning Research, 2024
Hyflex describes a course format that combines both online and in-person elements, allowing students the flexibility to attend class in person, participate remotely in real-time (synchronously), or complete all coursework at their own pace (asynchronously). This study was conducted to explore student and instructor experiences with Hyflex…
Descriptors: Blended Learning, In Person Learning, Electronic Learning, Student Attitudes
Devers, Christopher J.; Devers, Erin E.; Alayan, Alexandra; Echeverry, Shawnie; Uros-Yarid, Allison; Robertson, John; Baquet, Zachary; Heavner, Shayla K.; Ruiz, Rudy; Miller, Paul D.; Ho, Nina; Davis, Kate; Johnson, Abigail; Deeter, Christian; Tripp, Steven; Leonard, Stephen – Journal of Interactive Learning Research, 2022
Study techniques that students report using are often ineffective. In this project, text messaging supported students utilizing evidence-based approaches -- low-stakes practice testing, distributed practice, and interleaved practice. Students enrolled in an undergraduate general chemistry course were divided into two groups through matched random…
Descriptors: Chemistry, Science Instruction, Evidence Based Practice, Undergraduate Students
Commendador, Kathleen; Chi, Robert – Journal of Interactive Learning Research, 2013
This study was undertaken to better understand the nature of nursing students' perspectives toward simulative learning modality for gaining pre-clinical experience via self-paced cognitive tool--Avatar. Findings indicates that participants engaged in synchronous Avatar learning environment had higher levels of appreciation toward Avatar learning…
Descriptors: Nursing Students, Student Attitudes, Computer Simulation, Electronic Learning
Zieger, Laura; Farber, Matthew – Journal of Interactive Learning Research, 2012
Technological advances on the Internet now enable students to develop participation skills in virtual worlds. Similar to controlling a character in a video game, multi-user virtual environments, or MUVEs, allow participants to interact with others in synchronous, online settings. The authors of this study created a link between MUVEs and…
Descriptors: Virtual Classrooms, Social Studies, Grade 7, Citizen Participation

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