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Sang Joon Lee; Kun Huang – International Journal on E-Learning, 2024
The community of inquiry (CoI) framework identifies three essential elements--social, cognitive, and teaching presences--that are crucial for fostering a successful online learning experience. This study utilized the CoI framework to examine whether differences existed in students' perceived CoI presences between online and face-to-face sections…
Descriptors: Undergraduate Students, Information Technology, Online Courses, In Person Learning
Paulson Gjerde, Kathy; Padgett, Margaret Y.; Skinner, Deborah – Journal of Learning in Higher Education, 2017
Much has been written in higher education assessing the value of feedback. This article seeks to explore how altering the feedback message might influence student learning and perceptions of learning. Feedback was provided on in-class quizzes in either the process portion or outcome portion of the quiz. Not only did process-oriented feedback have…
Descriptors: Feedback (Response), Intermode Differences, Performance Based Assessment, Student Attitudes
Dayne, Nancy – ProQuest LLC, 2015
The purpose of the present study was to examine undergraduate college students' beliefs about academic self-regulation, academic self-efficacy, academic help-seeking skills in the beginning of class and also identify their academic self-efficacy, academic help-seeking behaviors, modes of academic help-seeking, and student satisfaction across…
Descriptors: Self Management, Help Seeking, Self Efficacy, Student Satisfaction
Lee, Seung Hwan; Sergueeva, Ksenia; Catangui, Mathew; Kandaurova, Maria – Journal of Education for Business, 2017
In the past, researchers have explored virtual reality (VR) as an educational tool primarily for training or therapeutic purposes. In this research, the authors examine the potential for using Google Cardboard VR in business classrooms as a content delivery platform. They specifically investigate how VR (viewing a 3-dimensional, 360° video)…
Descriptors: Delivery Systems, Business Administration Education, Database Management Systems, Courseware
Howard, Elizabeth V.; Woods, David M. – Information Systems Education Journal, 2016
In previous semesters of our IT Ethics course, students created traditional final projects where they presented some topic in IT Ethics that we did not cover during the course. Students were free to choose how they would present their information with most groups choosing a traditional presentation where some members of the group were clearly…
Descriptors: Ethics, Multimedia Materials, Information Technology, Student Projects
Shih, Ru-Chu – International Journal of Distance Education Technologies, 2017
In recent years, the rapid advancement of information technology has had a great impact on our daily life and changed the world in which we operate; in particular, mobile devices have become more portable and powerful than ever. As a result, mobile-assisted language learning (MALL) and ubiquitous learning have been widely adopted in a variety of…
Descriptors: English for Special Purposes, Electronic Learning, College Students, Language Laboratories
Becoming Professionally Qualified: The School-Based Mentoring Experiences of Part-Time PGCE Students
Mukeredzi, Tabitha Grace; Mthiyane, Nonhlanhla; Bertram, Carol – South African Journal of Education, 2015
This paper reports on a study which explored the mentoring experiences of professionally unqualified practicing teachers enrolled in a part-time Post Graduate Certificate in Education (PGCE) programme at the University of KwaZulu-Natal. The study sought to understand the mentoring experiences these students received from their teacher mentors, who…
Descriptors: Mentors, Part Time Students, Student Experience, Experienced Teachers
Gross, Benjamin; Marinari, Maddalena; Hoffman, Mike; DeSimone, Kimberly; Burke, Peggy – Educational Research Quarterly, 2015
In this paper, the authors find empirical support for the effectiveness of the flipped classroom model. Using a quasi-experimental method, the authors compared students enrolled in flipped courses to their counterparts in more traditional lecture-based ones. A survey instrument was constructed to study how these two different groups of students…
Descriptors: Student Satisfaction, Classroom Environment, Classroom Techniques, Quasiexperimental Design
Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
Kallas, Zein; Ornat, Cèsar – Journal of Technology and Science Education, 2012
Information and Communication Technology is playing an important role in assisting teachers in their activities. They became a) more efficient, b) more precise and c) more comprehensive. The "Audio" ad is a clear illustration for this trend. Students' acceptance of the "Audio" tool has been analysed and compared with the…
Descriptors: Higher Education, Case Studies, Questionnaires, Error Correction
Lohman, Margaret C. – International Journal for the Scholarship of Teaching and Learning, 2007
The effects of three information distribution strategies in a course management system (CMS) on student performance and satisfaction were investigated. Analysis of the data found that the distribution of instructional materials in class resulted in significantly higher student performance on an end-of-the-semester technical knowledge test than…
Descriptors: Management Systems, Web Based Instruction, Information Dissemination, Communication Strategies