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Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio – Marketing Education Review, 2011
This paper explores the use of simulations in virtual reality to teach students the fundamental processes behind retailing and product development. The project described involved one class of students who developed their own clothing lines of "virtual merchandise." A second class of students then "purchased" the wholesale…
Descriptors: Retailing, Clothing, Cooperative Learning, Student Projects
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Lehman, Carol M.; DuFrene, Debbie D.; Lehman, Mark W. – Business Communication Quarterly, 2010
The millennial generation embraces new technologies as a natural way of accessing and exchanging information, staying connected, and having fun. YouTube, a video-sharing site that allows users to upload, view, and share video clips, is among the latest "cool" technologies for enjoying quick laughs, employing a wide variety of corporate activities,…
Descriptors: Class Activities, Critical Thinking, Ethics, Video Technology
Franetovic, Marija – ProQuest LLC, 2012
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
Descriptors: Educational Environment, Virtual Classrooms, Cooperative Learning, Learner Engagement
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Gray, Susan H. – Teaching Sociology, 1989
Describes a computer-based learning package designed to introduce students to concepts and controversies surrounding the social problem of poverty in the United States and to familiarize them with public policies concerning that problem. Use of the "Poverty Game" is discussed and information concerning cost and availability of software…
Descriptors: Class Activities, Computer Assisted Instruction, Computer Software, Educational Games
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Bosworth, Kris; Welsh, Thomas M. – Journal of Technology and Teacher Education, 1993
Describes an interactive multimedia primer on group process skills for preservice and inservice teachers that uses HyperCard and was designed to bridge the gap between the classroom and computer lab. Highlights include a theoretical orientation; primer sections, including small groups, leadership skills, and role playing; and results of a pilot…
Descriptors: Class Activities, Computer Assisted Instruction, Computer Centers, Computer Software Development
Richard-Amato, Patricia A. – 1988
A discussion linking theory and practice in second language instruction focuses on ways of providing opportunities for meaningful interaction in language classrooms. The first part lays a theoretical foundation, looking at: the variety and evolution of instructional approaches from grammar-based to communicative; the classroom as environment for…
Descriptors: Academic Achievement, Anxiety, Bilingualism, Class Activities