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Schiller, Shu Z. – Journal of Information Systems Education, 2009
Guided by the principles of learner-centered teaching methodology, a Second Life project is designed to engage students in active learning of virtual commerce through hands-on experiences and teamwork in a virtual environment. More importantly, an assessment framework is proposed to evaluate the learning objectives and learning process of the…
Descriptors: Student Attitudes, Learning Motivation, Virtual Classrooms, Teaching Methods
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Durkee, David; Brant, Stephen; Nevin, Pete; Odell, Annette; Williams, Godfried; Melomey, Divina; Roberts, Hedley; Imafidon, Chris; Perryman, Roy; Lopes, Anna – Industry and Higher Education, 2009
This paper examines the practical implications for teachers wishing to incorporate e-learning and Web 2.0 technologies into their pedagogy. The authors concentrate on applied didactical scenarios and the impacts of e-learning innovations. The methods applied stem from grounded theory and action research. An analytical framework was derived by…
Descriptors: Electronic Learning, Grounded Theory, Student Attitudes, Action Research
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Uden, Lorna; Page, Tom – Journal of Educational Technology, 2008
Problem Based Learning offers many benefits to students' learning, however, the design and implementation of effective problem based learning (PBL) is not trivial. Central to effective implementation of PBL are the problem design and group working of the students. Design of good problems requires that the learning outcomes of the subject are…
Descriptors: Knowledge Management, Sharing Behavior, Problem Based Learning, Academic Achievement
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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
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Ketelhut, Diane Jass; Nelson, Brian C.; Clarke, Jody; Dede, Chris – British Journal of Educational Technology, 2010
This study investigated novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a multi-user virtual environment (MUVE) as a pedagogical vehicle, teams of middle-school students collaboratively solved problems around disease in a virtual town called River City. The students interacted with "avatars" of…
Descriptors: Urban Areas, Virtual Classrooms, Science Education, Science Curriculum
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Savin-Baden, Maggi; Gourlay, Lesley; Tombs, Cathy; Steils, Nicole; Tombs, Gemma; Mawer, Matt – Educational Research, 2010
Background: The literature on immersive virtual worlds and e-learning to date largely indicates that technology has led the pedagogy. Although rationales for implementing e-learning have included flexibility of provision and supporting diversity, none of these recommendations has helped to provide strong pedagogical location. Furthermore, there is…
Descriptors: Higher Education, Staff Role, College Instruction, Literature Reviews
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Jones, Richard E. J.; Cooke, Louise – ALT-J: Research in Learning Technology, 2006
The two case studies presented explore the potential offered by in-depth qualitative analysis of students' online discussion to enhance our understanding of how students learn. Both cases are used to illustrate how the monitoring and moderation of online student group communication can open up a "window into learning", providing us with…
Descriptors: Case Studies, Computer Mediated Communication, Learning Processes, Virtual Classrooms