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Huang, Biyun; Hwang, Gwo-Jen; Hew, Khe Foon; Warning, Peter – Distance Education, 2019
Gamification offers potential for improving students' online discussion quantity and the depth of discussion content. However, very few studies have examined the social network patterns when students are posting and providing peer-feedback to each other in gamification-based environments. In response to those gaps, this study used a learning…
Descriptors: Computer Games, Peer Relationship, Comparative Analysis, Feedback (Response)
Barhoumi, Chokri – Contemporary Educational Technology, 2015
This research paper explores the effectiveness of using mobile technologies to support a blended learning course titled Scientific Research Methods in Information Science. Specifically, it discusses the effects of WhatsApp mobile learning activities guided by activity theory on students' knowledge Management (KM). During the 2014 academic year,…
Descriptors: Computer Software, Experimental Groups, Knowledge Management, Control Groups
Models, Definitions, and Outcome Variables of Action Learning: A Synthesis with Implications for HRD
Chenhall, Everon C.; Chermack, Thomas J. – Journal of European Industrial Training, 2010
Purpose: The purpose of this paper is to propose an integrated model of action learning based on an examination of four reviewed action learning models, definitions, and espoused outcomes. Design/methodology/approach: A clear articulation of the strengths and limitations of each model was essential to developing an integrated model, which could be…
Descriptors: Evidence, Action Research, Research Methodology, Definitions