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Antonija Mitrovic; Matthias Galster; Sanna Malinen; Jay Holland; Ja'afaru Musa; Negar Mohammadhassan; Raul Vincent Lumapas – ACM Transactions on Computing Education, 2023
Objectives: Communication skills are crucial for effective software development teams, but those skills are difficult to teach. The goal of our project is to evaluate the effectiveness of teaching face-to-face communication skills using AVW-Space, a platform for video-based learning that provides personalized nudges to support student's engagement…
Descriptors: Video Technology, Computer Software, Communication Skills, Electronic Learning
Hiranrat, Chamikorn; Harncharnchai, Atichart; Duangjan, Chompunoot – Journal of Information Systems Education, 2021
In modern software development, communication is one of the key success factors in software project development and team performance. However, software engineering (SE) students and educators may not have fully considered its significance in comparison to technical skills. The objective of the study was to determine the influence of communication…
Descriptors: Intention, Behavior Theories, Self Efficacy, Communication Skills
Chetna Gupta; Varun Gupta – IEEE Transactions on Education, 2024
Contribution: This article demonstrates and illustrates the implication of design-based learning (DBL) and plan, do, check, and act (PDCA) methodology to foster creativity, critical thinking, collaborative decision making, and communication skills ("C4") with realistic constraints, theory, and practical implementation in higher…
Descriptors: Engineering Education, Skill Development, Job Skills, Teaching Methods
Heejin Chang; Scott Windeatt – Computer Assisted Language Learning, 2023
This study investigates the potential of "VoiceThread" (VT) as a learning tool in order to enhance learners' performance and confidence, and to provide the basis for continuing independent practice. The participants were students from culturally and linguistically diverse backgrounds on a 10-week English for Academic Purposes (EAP)…
Descriptors: Foreign Countries, College Students, Audio Equipment, Computer Software
Cooper, Lynn O.; Sietman, Rebecca Border; Vessey, John – Basic Communication Course Annual, 2021
Declining enrollments and increased competition for college students have emphasized the need to demonstrate students are learning what we think they are learning. Taking a longitudinal look at speech evaluations from the basic course, this study tracked student learning gains in each rubric area on speeches evaluated between 2009-2019. Using a…
Descriptors: Oral Language, Speech Communication, Longitudinal Studies, College Students
Robillos, Roderick Julian – International Journal of Instruction, 2022
The 21st century technological advancement has revolutionized instructional classroom practices. Lecturers deal with tech-savvy learners, and thus, need to be taught by utilizing updated and technological-based platforms for a more meaningful learning engagement. The study was aimed at investigating the impact of LoiLooNote digital graphic…
Descriptors: Public Speaking, Critical Thinking, Student Attitudes, Computer Software
Frisby, Brandi N.; Kaufmann, Renee; Vallade, Jessalyn I.; Frey, T. Kody; Martin, Joe C. – Basic Communication Course Annual, 2020
Basic communication courses (BCCs) are evolving, and technology is a driver of this change. Guided by self-efficacy theory, this study examined the use of virtual reality speaking rehearsals as one technology that instructors can adopt to enhance students' public speaking efficacy. Students (N = 32) in this study practiced their final informative…
Descriptors: Introductory Courses, Handheld Devices, Computer Software, Simulated Environment
Warrick, Andrew; Woodward, Heather – Research-publishing.net, 2021
In this preliminary research study, Japanese university students created two dimensional (2D) interactive posters and 360° Virtual Reality (VR) presentations using Thinglink software. Students can use Thinglink software to annotate images with photos, videos, and descriptions. Researchers explore the extent to which students believed that creating…
Descriptors: Visual Aids, 21st Century Skills, Critical Thinking, Thinking Skills
Šablis, Aivars; Gonzalez-Huerta, Javier; Zabardast, Ehsan; Šmite, Darja – ACM Transactions on Computing Education, 2019
Global software engineering has changed the way software is developed today. To address the new challenges, many universities have launched specially tailored courses to train young professionals to work in globally distributed projects. However, a mere acknowledgment of the geographic, temporal, and cultural differences does not necessarily lead…
Descriptors: Toys, Teaching Methods, Learning Activities, Global Approach
Woods, David M. – Journal of Information Systems Education, 2020
Professionals working in technology fields face continuing challenges, not only to remain current with the latest technologies but also to understand the complex problems their company and IT organization faces. These challenges constantly change as technology evolves, and they are dependent on organizational factors. Lectures and discussions of…
Descriptors: Active Learning, Debate, Information Technology, Problem Solving
Chiablaem, Parichat – Shanlax International Journal of Education, 2021
During the COVID-19 dilemma, all educators worldwide have been alerted by the alarm clock of urgent online teaching and learning. This leads to a curiosity of which online tools are suitable for the online learning contexts, especially for English classrooms where there are more than just lecturing, but also practicing English skills. Google…
Descriptors: Educational Technology, Technology Uses in Education, School Closing, COVID-19
Schiele, Kristen; Chen, Steven – Marketing Education Review, 2018
The purpose of this article is to demonstrate how marketing educators can utilize the design-thinking process to create an engaged, high-impact learning experience for students. The guidelines of the assignment outlined in this article show how marketing students can utilize the design-thinking process in order to create a mobile application that…
Descriptors: Marketing, Computer Software, Teaching Methods, Design
McBain, Bonnie; Drew, Antony; James, Carole; Phelan, Liam; Harris, Keith M; Archer, Jennifer – Education & Training, 2016
Purpose: The purpose of this paper is to evaluate the experiences of tertiary students learning oral presentation skills in a range of online and blended learning contexts across diverse disciplines. Design/methodology/approach: The research was designed as a "federation" of trials of diverse online oral communications assessment tasks…
Descriptors: Foreign Countries, Student Experience, Learner Engagement, Blended Learning
Acharya, Sushil; Manohar, Priyadarshan Anant; Wu, Peter; Maxim, Bruce; Hansen, Mary – Journal of Education and Learning, 2018
Active learning tools are critical in imparting real world experiences to the students within a classroom environment. This is important because graduates are expected to develop software that meets rigorous quality standards in functional and application domains with little to no training. However, there is a well-recognized need for the…
Descriptors: Active Learning, Instructional Design, Computer Software, Case Studies
Duarte, Abel J.; Malheiro, Benedita; Ribeiro, Cristina; Silva, Manuel F.; Ferreira, Paulo; Guedes, Pedro – Journal of Technology and Science Education, 2015
The goal of this project, one of the proposals of the EPS@ISEP Spring 2014, was to develop an Aquaponics System. Over recent years Aquaponics systems have received increased attention since they contribute to reduce the strain on resources within 1st and 3rd world countries. Aquaponics is the combination of Hydroponics and Aquaculture, mimicking a…
Descriptors: Natural Resources, Water, Electronics, Efficiency
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