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Showing 1 to 15 of 21 results Save | Export
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Rania A. M. Abdulmunem – Technology, Pedagogy and Education, 2024
The study aimed to assess the effectiveness of digital participatory training based on virtual classrooms in developing teaching skills among pre-service teachers. A quasi-experimental approach was employed using a teaching skills checklist as the measurement tool. The sample included 46 students from the Child Education Department, intentionally…
Descriptors: Teaching Methods, Skill Development, Virtual Classrooms, Educational Technology
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Orazalina, Zaure; Zavalko, Nadegda; Yessekeshova, Maral Duiseneevna; Tashkenbayeva, Zhuldyz Muhtarovna; Aldabergenova, Saule – International Journal of Environmental and Science Education, 2016
Present article provides the definition of the concept of "teacher's readiness for using virtual educational environment in credit educational technology". We defined the criterions and development levels of college teacher's readiness for using virtual educational environment, which are represented by three components - motivational,…
Descriptors: Foreign Countries, College Faculty, Readiness, Educational Technology
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Yilmaz, Ozgur – Turkish Online Journal of Educational Technology - TOJET, 2015
This study was performed to investigate the effects of live virtual classroom on students' achievement and to determine students' opinions about the live virtual physics classroom at distance learning. 63 second-year Distance Computer Education & Instructional Technology students enrolled in this study. At the live virtual physics classroom,…
Descriptors: Virtual Classrooms, Synchronous Communication, Investigations, Physics
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Tavukcu, Tahir – World Journal on Educational Technology: Current Issues, 2016
In this research, it is aimed to determine the effect of the attitudes of postgraduate students towards scientific research and codes of conduct, supported by digital script. This research is a quantitative study, and it has been formed according to pre-test & post-test research model of experiment and control group. In both groups, lessons…
Descriptors: Scientific Research, Ethics, Graduate Students, Student Attitudes
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Darrah, Marjorie; Humbert, Roxann; Finstein, Jeanne; Simon, Marllin; Hopkins, John – Journal of Science Education and Technology, 2014
Most physics professors would agree that the lab experiences students have in introductory physics are central to the learning of the concepts in the course. It is also true that these physics labs require time and money for upkeep, not to mention the hours spent setting up and taking down labs. Virtual physics lab experiences can provide an…
Descriptors: College Science, Physics, Science Laboratories, Introductory Courses
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Rienties, Bart; Giesbers, Bas; Lygo-Baker, Simon; Ma, Hoi Wah Serena; Rees, Roger – Interactive Learning Environments, 2016
After a decade of virtual learning environments (VLEs) in higher education, many teachers still use only a minimum of its affordances. This study looked at how academic staff interacted with a new and unknown VLE in order to understand how technology acceptance and support materials influence (perceived and actual) task performance. In an…
Descriptors: Virtual Classrooms, Technological Literacy, Pedagogical Content Knowledge, Control Groups
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Hwang, Wu-Yuin; Kongcharoen, Chaknarin; Ghinea, Gheorghita – International Review of Research in Open and Distance Learning, 2014
Recently, various computer networking courses have included additional laboratory classes in order to enhance students' learning achievement. However, these classes need to establish a suitable laboratory where each student can connect network devices to configure and test functions within different network topologies. In this case, the Linux…
Descriptors: Cooperative Learning, Synchronous Communication, Computer Mediated Communication, Virtual Classrooms
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Vrellis, Ioannis; Avouris, Nikolaos; Mikropoulos, Tassos A. – Australasian Journal of Educational Technology, 2016
Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are…
Descriptors: Science Activities, Outcomes of Education, Satisfaction, Problem Based Learning
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Ruggieri, Stefano; Boca, Stefano; Garro, Maria – Turkish Online Journal of Educational Technology - TOJET, 2013
A comparison of the effects of transactional and transformational leadership in synchronous and a synchronous online teamwork was conducted. In the study, groups of four participants interacted in online text chat and online text forum in problem solving tasks. The groups were lead by a confederate who acted as a transactional or a…
Descriptors: Leadership Styles, Synchronous Communication, Asynchronous Communication, Virtual Classrooms
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Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
Bradford, Linda M. – ProQuest LLC, 2012
In spite of the growing popularity of virtual worlds for gaming, recreation, and education, few studies have explored the efficacy of 3D immersive virtual worlds in post-secondary instruction; even fewer discuss the ability of virtual worlds to help young adults develop creative thinking. This study investigated the effect of virtual world…
Descriptors: Higher Education, College Students, Virtual Universities, Virtual Classrooms
Abal, Abdulaziz – ProQuest LLC, 2013
The population of English Language Learners (ELLs) globally has been increasing substantially every year. In the United States alone, adult ELLs are the fastest growing portion of learners in adult education programs (Yang, 2005). There is a significant need to improve the teaching of English to ELLs in the United States and other English-speaking…
Descriptors: English (Second Language), Adult Education, Virtual Classrooms, Computer Simulation
Linda M. Bradford – ProQuest LLC, 2012
In spite of the growing popularity of virtual worlds for gaming, recreation, and education, few studies have explored the efficacy of 3D immersive virtual worlds in post-secondary instruction; even fewer discuss the ability of virtual worlds to help young adults develop creative thinking. This study investigated the effect of virtual world…
Descriptors: Creativity Tests, Creative Thinking, Higher Education, College Students
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Kozhevnikov, Michael; Gurlitt, Johannes; Kozhevnikov, Maria – Journal of Science Education and Technology, 2013
The focus of the current study is to understand which unique features of an immersive virtual reality environment have the potential to improve learning relative motion concepts. Thirty-seven undergraduate students learned relative motion concepts using computer simulation either in immersive virtual environment (IVE) or non-immersive desktop…
Descriptors: Motion, Scientific Concepts, Concept Teaching, Virtual Classrooms
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Francescucci, Anthony; Foster, Mary – Canadian Journal of Higher Education, 2013
Previous research on blended course offerings focuses on the addition of asynchronous online content to an existing course. While some explore synchronous communication, few control for differences between treatment groups. This study investigates the impact of teaching a blended course, using a virtual, interactive, real-time, instructor-led…
Descriptors: Foreign Countries, Higher Education, College Students, Blended Learning
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