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Williams, Dmitri; Caplan, Scott; Xiong, Li – Human Communication Research, 2007
This paper reports the results of a controlled field experiment in which voice communication was introduced into an existing online community (online gaming guilds within the popular game "World of Warcraft"), comparing a mix of voice and text with text only. Quantitative results suggest increases in liking and trust due to the addition of voice,…
Descriptors: Computer Mediated Communication, Social Capital, Information Processing, Games
Johnson, Genevieve Marie – Online Submission, 2006
The number of children and adolescents accessing the Internet as well as the amount of time online are steadily increasing. The most common online activities include playing video games, navigating web sites, and communicating via chat rooms, email, and instant messaging. A theoretical framework for understanding the effects of Internet use on…
Descriptors: Sociocultural Patterns, Internet, Video Games, Information Processing
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Ozcelik, Erol; Yildirim, Soner – Quarterly Review of Distance Education, 2005
High demands on learners in Web-based learning environments and constraints of the human cognitive system cause disorientation and cognitive overload. These problems could be inhibited if appropriate cognitive tools are provided to support learners' cognitive processes. The purpose of this study was to explore the factors influencing the use of…
Descriptors: Learning Strategies, Computer Assisted Instruction, Prior Learning, Cognitive Processes
Information Technology Association of America, Arlington, VA. – 2000
This booklet highlights the efforts of five employers that rely on information technology (IT) workers and one "intermediary" organization connecting workplace experiences to classroom learning for secondary education students. The introduction lists the employers' and organizations' names, locations, and featured practices. The next…
Descriptors: Academic Standards, Adjustment (to Environment), Advisory Committees, Annotated Bibliographies