NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Furkan Yucel; Hasret Sultan Unal; Elif Surer; Nejan Huvaj – IEEE Transactions on Learning Technologies, 2024
Laboratory experience is an integral part of the undergraduate curriculum in most engineering courses. When physical learning is not feasible, and when the demand cannot be met through actual hands-on laboratory sessions, as has been during the COVID-19 pandemic, virtual laboratory courses can be considered as an alternative education medium. This…
Descriptors: Electronic Learning, Engineering Education, COVID-19, Pandemics
Peer reviewed Peer reviewed
Direct linkDirect link
Francisco, Virginia; Moreno-Ger, Pablo; Hervas, Raquel – IEEE Transactions on Learning Technologies, 2022
Making students become intrinsically motivated to participate in daily class activities is an open challenge that has been addressed in different ways. In this article, we evaluate the impact of an educational innovation project, named TrivialCV, in terms of student motivation, engagement, and learning outcomes. We analyze the impact of two types…
Descriptors: Competition, Student Participation, Educational Innovation, Teamwork
Peer reviewed Peer reviewed
Direct linkDirect link
Graham, Kendra; Anderson, James; Rife, Conrad; Heitmeyer, Bryce; Patel, Pranav R.; Nykl, Scott; Lin, Alan C.; Merkle, Laurence D. – IEEE Transactions on Learning Technologies, 2020
Cyberspace odyssey (CSO) is a novel serious game supporting computer networking education by engaging students in a race to successfully perform various cybersecurity tasks in order to collect clues and solve a puzzle in virtual near-Earth three-dimensional space. Each team interacts with the game server through a dedicated client presenting a…
Descriptors: Computer Networks, Information Security, Task Analysis, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
López Garcia, Diego A.; Mateo Sanguino, Tomás de J.; Cortés Ancos, Estefania; Fernández de Viana González, Iñaki – IEEE Transactions on Learning Technologies, 2016
Debates have been used to develop critical thinking within teaching environments. Many learning activities are configured as working groups, which use debates to make decisions. Nevertheless, in a classroom debate, only a few students can participate; large work groups are similarly limited. Whilst the use of web tools would appear to offer a…
Descriptors: Debate, Web 2.0 Technologies, Internet, Cooperative Learning