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Chiasson, Kari; Terras, Katherine; Smart, Kathy – Journal of College Teaching & Learning, 2015
This qualitative study explores the experiences of 10 faculty members who developed and taught an online course that they had previously taught in a face-to-face classroom. The categories from the data analysis included planning, implementation, and reflection. Within the categories, eight themes emerged from the data. The themes addressed…
Descriptors: Online Courses, Electronic Learning, Educational Change, Teacher Attitudes
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Alrushiedat, Nimer; Olfman, Lorne – Journal of Information Systems Education, 2014
In recent years, we have observed a rising interest in studying the effects of Web 2.0 technologies on student learning. We learned that human behavior can be influenced by personal and environmental factors as in Bandura's concept of "reciprocal causation." For business statistics students, we implemented online discussions to extend…
Descriptors: Self Efficacy, Asynchronous Communication, Computer Mediated Communication, Web 2.0 Technologies
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Bowden, Randall – International Journal of Teaching and Learning in Higher Education, 2012
Considerable effort has been placed on understanding and enhancing online interaction to increase student learning, examine teaching strategies, and build learning communities. This research explored another aspect of interaction: the emergence of scholarship by graduate students through asynchronous discussion. Qualitative analysis of archived…
Descriptors: Expertise, Graduate Students, Graduate Study, Computer Mediated Communication
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Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
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Engel, Anna; Coll, Cesar; Bustos, Alfonso – Computers & Education, 2013
This work explores some methodological challenges in the application of Social Network Analysis (SNA) to the study of "Asynchronous Learning Networks" (ALN). Our interest in the SNA is situated within the framework of the study of Distributed Teaching Presence (DTP), understood as the exercise of educational influence, through a multi-method…
Descriptors: Network Analysis, Content Analysis, Discourse Analysis, Mixed Methods Research
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Ney, Muriel; Gonçalves, Celso; Balacheff, Nicolas – IEEE Transactions on Learning Technologies, 2014
Simulation games are games for learning based on a reference in the real world. We propose a model for authenticity in this context as a result of a compromise among learning, playing and realism. In the health game used to apply this model, students interact with characters in the game through phone messages, mail messages, SMS and video.…
Descriptors: Heuristics, Computer Simulation, Video Games, Models
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Rosenfeld Halverson, Erica; Lowenhaupt, Rebecca; Kalaitzidis, T. J. – Journal of Technology and Teacher Education, 2015
This article examines how arts-based informal learning spaces engage young people at the intersection of creativity and technology. We conducted case studies of four youth media arts organizations to understand how teaching is defined and realized in these contexts. We find that teaching is a distributed act that sits at the intersection of…
Descriptors: Creative Activities, Creative Development, Art Education, Creativity
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Lee, Jiyeon – Educational Technology & Society, 2012
This case study investigated patterns of interaction and participation in a large online course. 88 Korean undergraduates participated in online fora during 2 weeks. It was found that there was a comparatively high portion of metacognitive interaction and higher phase of knowledge construction. However, it was found that students posted required…
Descriptors: Educational Strategies, Interaction, Computer Mediated Communication, Online Courses
Camp, Cindy; Camp, Mark; Caringer, Lisa; Morris, Becky – pepnet 2, 2017
Although online education has become mainstream, not all online classes are created equal especially for people with disabilities, according to the authors. The differences between online and face-to-face classes are more than just a delivery method. Yet, many instructors and students are mired in the traditional approach to learning. Instructors…
Descriptors: Electronic Learning, Access to Education, Distance Education, Online Courses
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Gall, Dan – Journal of Library & Information Services In Distance Learning, 2014
A study to compare the effectiveness of an in-person library orientation with an online asynchronous orientation was conducted with three sections of Social Work Research Methods, a required course in the University of Iowa's Master of Social Work program. Two sections of the course received an online orientation involving short videos, text and…
Descriptors: Orientation, Library Services, Library Instruction, Conventional Instruction
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Ekmekci, Ozgur – Higher Education Studies, 2013
The purpose of this essay is to critically examine course structure and the role it may play in improving teaching presence in an asynchronous online learning environment. The examination is grounded in experiential learning; adult learning principles; case-based and problem-based learning methods; and peer reviews. The discussion is concluded…
Descriptors: Teacher Student Relationship, Asynchronous Communication, Online Courses, Computer Mediated Communication
Haughton, Noela A.; Yeh, Kuo-Chuan; Nworie, John; Romero, Liz – Educational Technology, 2013
As with any innovation, the adoption and diffusion of digital technologies in higher education have also brought unintended consequences. This article discusses the unintended misuse of these technologies in the higher education setting. Depending upon severity, these consequences discussed--distraction, addiction, academic dishonesty, and…
Descriptors: Information Technology, Teaching Methods, Internet, Bullying
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MacKinnon, Gregory – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2015
This paper reports the results of a 3-year longitudinal study on the perceived utility of supplying elementary science teacher interns with four asynchronous tools to assist them in creating their first lesson plan of a constructivist nature. The research accessed qualitative and quantitative measures to sample intern reaction to the notion of a…
Descriptors: Science Education, Educational Practices, Educational Technology, Longitudinal Studies
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Ching, Yu-Hui – International Review of Research in Open and Distance Learning, 2014
This study explored the impact of role-playing on the quality of peer feedback and learners' perception of this strategy in a case-based learning activity with VoiceThread in an online course. The findings revealed potential positive impact of role-playing on learners' generation of constructive feedback as role-playing was associated with higher…
Descriptors: Role Playing, Peer Evaluation, Feedback (Response), Electronic Learning
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Clarke, Lane Whitney; Bartholomew, Audrey – Online Learning, 2014
The purpose of this study was to investigate instructor participation in asynchronous discussions through an in-depth content analysis of instructors' postings and comments through the Community of Inquiry (COI) framework (Garrison et. al, 2001). We developed an analytical tool based on this framework in order to better understand what instructors…
Descriptors: Asynchronous Communication, Teacher Participation, Discussion (Teaching Technique), Content Analysis
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