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Foley, David; Charron, François; Plante, Jean-Sébastien – Advances in Engineering Education, 2018
Recent technologies are offering the power to share and grow knowledge and ideas in unprecedented ways. The CogEx software platform was developed to take advantage of the digital world with innovative ideas to support designers work in both industrial and academic contexts. This paper presents a qualitative study on the usage of CogEx during…
Descriptors: Computer Software, Curriculum, Qualitative Research, Undergraduate Students
David C. Hill; Christy Gombay; Otto Sanchez; Bethel Woappi; Andrea S. Romero Vélez; Stuart Davidson; Emma Z. L. Richardson – Discover Education, 2022
The rapid adoption of online technologies to deliver postsecondary education amid the COVID-19 pandemic has highlighted the potential for online learning, as well as important equity gaps to be addressed. For over ten years, McMaster University has delivered graduate global health education through a blended-learning approach. In partnership with…
Descriptors: Translation, Computational Linguistics, Computer Software, Second Languages
Anwar, Mohd; Greer, Jim – International Journal of Artificial Intelligence in Education, 2012
An e-learning discussion forum, an essential component of today's e-learning systems, offers a platform for social learning activities. However, as learners participate in the discussion forum, privacy emerges as a major concern. Privacy concerns in social learning activities originate from one learner's inability to convey a desired presentation…
Descriptors: Foreign Countries, Electronic Learning, Socialization, Learning Activities
Essid, Joe; Wilde, Fran – EDUCAUSE Quarterly, 2011
Effective virtual simulations can embed participants in imaginary worlds. Researchers working in virtual worlds and gaming often refer to "immersion," a state in which a participant or player loses track of time and becomes one with the simulation. Immersive settings have been shown to deepen learning. Ken Hudson's work with students…
Descriptors: Foreign Countries, Computer Simulation, Simulated Environment, Role Playing
Kirman, Joseph M.; Goldberg, Jack – 1984
Two reports discuss pilot projects using the Computer Assisted Distance Education Telecommunication Project (CADET) in Edmonton, Alberta. The first describes two studies that investigated the feasibility of telephone communication between two or more microcomputer (Apple) operators using an Amdahl mainframe computer as an intermediary. The results…
Descriptors: Computer Assisted Instruction, Computer Software, Computers, Distance Education
Passmore, Graham J.; Barneveld, Christina van; Laing, Michael – New Horizons in Education, 2005
This paper describes a pilot project that explored teacher candidates' opinions of the use of desktop videoconference technologies to provide teaching experiences that mimic the real-world practicum. Opinions were gleaned from questionnaires and reflective papers. Videoconference software was said to mimic certain aspects of the practicum such as:…
Descriptors: Practicums, Pilot Projects, Educational Technology, Preservice Teacher Education
Cleveland-Innes, Martha; Ally, Mohamed – Canadian Journal of University Continuing Education, 2004
Research employing an experimental design pilot-tested two delivery platforms, WebCT™ and vClass™, for the generation of affective learning outcomes in the workplace. Using a sample of volunteer participants in the help-desk industry, participants were randomly assigned to one of the two types of delivery software. Thirty-eight subjects…
Descriptors: Affective Behavior, Workplace Learning, Outcomes of Education, Electronic Learning