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Daniel, Ben K.; Bird, Rebecca – Turkish Online Journal of Educational Technology - TOJET, 2019
This article presents the outcome of research into student experience in accessing digital lecture content before scheduled lectures. The present study explored the extent to which providing students with lecture materials before scheduled lectures influence class attendance. A survey was designed and administered to self-selected students (n=75),…
Descriptors: Educational Technology, Technology Uses in Education, Lecture Method, College Students
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Ayebi-Arthur, Kofi – E-Learning and Digital Media, 2017
This paper presents a case study of one College of Business (College of Business and Law from 2013) impacted in 2011 by earthquakes in New Zealand. Analyses from interviews of nine staff and documents were used to describe processes of increasing resilience with e-learning over the worst seismic events. Increasing deployment of the University's…
Descriptors: Foreign Countries, Case Studies, Business Administration Education, Natural Disasters
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Tuapawa, Kimberley – Australasian Journal of Educational Technology, 2017
Although educational online technologies (EOTs) have transformed the delivery of learning in higher education, significant EOT challenges have impeded their effectiveness, preventing widespread implementation. The persistence of these challenges suggests that tertiary education institutes (TEIs) have experienced a gap in understandings about the…
Descriptors: Educational Technology, Technology Uses in Education, Higher Education, Phenomenology
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Yoon, Caroline; Oates, Greg; Sneddon, Jamie – International Journal of Mathematical Education in Science and Technology, 2014
With the proliferation of new affordable recording technologies, many universities have begun offering students recordings of live lectures as a part of the course resources. We conducted a survey to investigate why some students choose to attend lectures in person rather than simply watching the recordings online, and how students view the two…
Descriptors: Undergraduate Students, Mathematics Instruction, College Mathematics, Lecture Method
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Howard, Jocelyn M.; Scott, Adèle – Australian Journal of Teacher Education, 2017
Ongoing developments in e-learning, improved internet accessibility and increased digital citizenry provide exciting opportunities to integrate effective classroom pedagogies with online educational technologies, creating mixed-mode courses to enhance student engagement and facilitate greater autonomous learning. This research examines pre-service…
Descriptors: Teacher Education Programs, Electronic Learning, Teaching Methods, Educational Technology
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Yoon, Caroline; Sneddon, Jamie – International Journal of Mathematical Education in Science and Technology, 2011
Tablet PCs have been increasingly used in undergraduate courses to create recorded lectures that are close copies of the live lectures. Research has shown that students are largely positive about the availability of tablet PC recorded lectures. However, there is some concern that the availability of such faithful recordings may encourage students…
Descriptors: Mathematics Instruction, Computer Uses in Education, Educational Technology, Undergraduate Students
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Bower, Matt; Kenney, Jacqueline; Dalgarno, Barney; Lee, Mark J. W.; Kennedy, Gregor E. – Australasian Journal of Educational Technology, 2014
Blended synchronous learning involves using rich-media technologies to enable remote and face-to-face students to jointly participate in the same live classes. This article presents blended synchronous learning designs from seven case studies that were part of a project funded by the Australian Government Office for Learning and Teaching and…
Descriptors: Foreign Countries, Educational Technology, Teaching Methods, Blended Learning
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Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell – Active Learning in Higher Education, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Descriptors: College Students, Student Experience, Teaching Methods, Video Games