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Jackson, Janna – Teaching Education, 2009
Most teachers only dream of their students spending the amount of motivation, attention, passion, and critical thinking on their classes that some students do playing videogames. This investigation examines the success, pitfalls, and lessons learned from incorporating videogame-like components into an educational technology class. For example,…
Descriptors: Assignments, Video Games, Protocol Analysis, Focus Groups
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Cotton, D. R. E.; Gresty, K. A. – Assessment & Evaluation in Higher Education, 2007
This paper reports the findings of a small-scale study that investigated student nurses' use of an online resource in Biology. The think-aloud method was used to explore in detail the ways in which students engaged with this resource and to evaluate the ways and extent to which it might enhance their learning. The students generally expressed…
Descriptors: Rhetoric, Nursing Students, Nurses, Constructivism (Learning)
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Good, Judith; Howland, Katherine; Thackray, Liz – ALT-J: Research in Learning Technology, 2008
There is a growing use of immersive virtual environments for educational purposes. However, much of this activity is not yet documented in the public domain, or is descriptive rather than analytical. This paper presents a case study in which university students were tasked with building an interactive learning experience using Second Life as a…
Descriptors: Problem Based Learning, Virtual Classrooms, Learning Experience, Internet