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Carroll, Norine – ProQuest LLC, 2017
By the year 2025, 75% of the workforce will consist of Generation Y (Kim, 2017). With the major shift in the workforce, organizations must consider the different learning styles and expectations of the Y generation, as compared to the previous, dominant generations (Tulgan, 2009). In order to determine if there is a difference in short-term and…
Descriptors: Retention (Psychology), Generational Differences, Pretests Posttests, Computer Assisted Instruction
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Trinder, Ruth – ReCALL, 2016
It has been suggested that current research in computer-assisted language learning (CALL) should seek to understand the conditions and circumstances that govern students' use of technology (Steel & Levy, 2013). This paper attempts to identify critical factors accounting for student choices, first, by investigating advanced learners' reported…
Descriptors: Foreign Countries, College Students, Blended Learning, Conventional Instruction
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Abeysekera, Indra – Asia-Pacific Journal of Cooperative Education, 2015
The role of work-integrated learning in student preferences of instructional methods is largely unexplored across the accounting curriculum. This study conducted six experiments to explore student preferences of instructional methods for learning, in six courses of the accounting curriculum that differed in algorithmic rigor, in the context of a…
Descriptors: Accounting, Student Attitudes, Preferences, Teaching Methods
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Verkade, Heather; Lim, Saw Hoon – Journal of the Scholarship of Teaching and Learning, 2015
Optional (non-assessed) learning activities are a learning tool that may help students achieve their desired grade, or help students with lower levels of previous experience in the topic. This study examines the implementation of, and outcomes from, two optional activities, one online and one paper-based. The activities complemented the lectures…
Descriptors: Science Instruction, Teaching Methods, Biomedicine, Learning Activities
Robertson, Michael James – ProQuest LLC, 2009
Digital games and simulations are receiving considerable notice within the library and information science (LIS) community. This study adds to the depth of knowledge in this area by providing research on the likelihood a hypothetical digital game delivery method for library instruction achieves sufficient adoption to justify its development.…
Descriptors: Information Science Education, Scaling, Academic Libraries, Information Science