NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 8 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Andre, Maverick; Mello, Rafael Ferreira; Nascimento, Andre; Lins, Rafael Dueire; Gasevic, Dragan – IEEE Transactions on Learning Technologies, 2021
Social presence is an essential construct of the well-known Community of Inquiry (CoI) model, which is created to support design, facilitation, and analysis of asynchronous online discussions. Social presence focuses on the extent to which participants of online discussions can see each other as "real persons" in computer-mediated…
Descriptors: Communities of Practice, Interpersonal Relationship, Computer Mediated Communication, Asynchronous Communication
Peer reviewed Peer reviewed
Direct linkDirect link
Giacomo Cassano; Nicoletta Di Blas – IEEE Transactions on Learning Technologies, 2024
In recent years, the world of education has become increasingly hybrid (online/on location) and flexible (synchronous/asynchronous), frequently referred to as HyFlex. One of the risks of these mixed environments is the distance between teacher and students that can make interaction, a crucial component of the teaching/learning process, more…
Descriptors: Electronic Learning, Asynchronous Communication, Teacher Student Relationship, Feedback (Response)
Peer reviewed Peer reviewed
Direct linkDirect link
Francisco, Virginia; Moreno-Ger, Pablo; Hervas, Raquel – IEEE Transactions on Learning Technologies, 2022
Making students become intrinsically motivated to participate in daily class activities is an open challenge that has been addressed in different ways. In this article, we evaluate the impact of an educational innovation project, named TrivialCV, in terms of student motivation, engagement, and learning outcomes. We analyze the impact of two types…
Descriptors: Competition, Student Participation, Educational Innovation, Teamwork
Peer reviewed Peer reviewed
Direct linkDirect link
Jin, Sung-Hee – IEEE Transactions on Learning Technologies, 2021
Participation dashboards in online discussions are learning support tools that can have a positive effect on learners' learning outcomes and satisfaction levels, but their effectiveness differs according to how learners recognize and interpret them. However, there is a lack of research investigating the effectiveness of visualization methods…
Descriptors: Asynchronous Communication, Discussion, Computer Mediated Communication, Peer Relationship
Peer reviewed Peer reviewed
Direct linkDirect link
Claros, Iván; Cobos, Ruth; Collazos, César A. – IEEE Transactions on Learning Technologies, 2016
The Social Network Analysis (SNA) techniques allow modelling and analysing the interaction among individuals based on their attributes and relationships. This approach has been used by several researchers in order to measure the social processes in collaborative learning experiences. But oftentimes such measures were calculated at the final state…
Descriptors: Social Networks, Network Analysis, Cooperative Learning, Learning Experience
Peer reviewed Peer reviewed
Direct linkDirect link
Yueh, Hsiu-Ping; Lin, Weijane; Liu, Yi-Lin; Shoji, Tetsuo; Minoh, Michihiko – IEEE Transactions on Learning Technologies, 2014
This paper reports on the implementation of a learner identification system developed to facilitate real-time interaction in an international distance course. To increase the teacher immediacy and social presence, it proposes an integrative system for incorporating technology to improve the learning involvement, teaching effectiveness, and quality…
Descriptors: Distance Education, Interaction, Integrated Learning Systems, Formative Evaluation
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
Direct linkDirect link
Thoms, Brian – IEEE Transactions on Learning Technologies, 2011
In this research, we examine the design, construction, and implementation of a dynamic, easy to use, feedback mechanism for social software. The tool was integrated into an existing university's online learning community (OLC). In line with constructivist learning models and practical information systems (IS) design, the feedback system provides…
Descriptors: Social Networks, Web Sites, Electronic Publishing, Electronic Learning