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Sanford, Douglas; Ross, Douglas; Rosenbloom, Alfred; Singer, Daniel – e-Journal of Business Education and Scholarship of Teaching, 2017
Students' desire for course convenience may lead to their preference for online courses. But in their desire for convenience, are students sacrificing satisfaction or perceived learning? This article investigates the moderating impact of course format on the relationship between convenience and both perceived learning and satisfaction. Moderated…
Descriptors: Regression (Statistics), Student Satisfaction, Online Courses, Blended Learning
Alvarado-Alcantar, Rebecca; Keeley, Randa G.; Sherrow, Breanna L. – Journal of Online Learning Research, 2018
In this study, the researchers investigated accessibility and usability needs of students enrolled in blended courses in high school. Needs addressed were: course preference or course satisfaction, accessibility of support systems, and help-seeking behaviors. Students enrolled in a twelfth-grade blended course in a high school in the southwestern…
Descriptors: Accessibility (for Disabled), Usability, Preferences, Blended Learning
Lee, Seung Hwan; Sergueeva, Ksenia; Catangui, Mathew; Kandaurova, Maria – Journal of Education for Business, 2017
In the past, researchers have explored virtual reality (VR) as an educational tool primarily for training or therapeutic purposes. In this research, the authors examine the potential for using Google Cardboard VR in business classrooms as a content delivery platform. They specifically investigate how VR (viewing a 3-dimensional, 360° video)…
Descriptors: Delivery Systems, Business Administration Education, Database Management Systems, Courseware
Howard, Elizabeth V.; Woods, David M. – Information Systems Education Journal, 2016
In previous semesters of our IT Ethics course, students created traditional final projects where they presented some topic in IT Ethics that we did not cover during the course. Students were free to choose how they would present their information with most groups choosing a traditional presentation where some members of the group were clearly…
Descriptors: Ethics, Multimedia Materials, Information Technology, Student Projects
Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation
Kallas, Zein; Ornat, Cèsar – Journal of Technology and Science Education, 2012
Information and Communication Technology is playing an important role in assisting teachers in their activities. They became a) more efficient, b) more precise and c) more comprehensive. The "Audio" ad is a clear illustration for this trend. Students' acceptance of the "Audio" tool has been analysed and compared with the…
Descriptors: Higher Education, Case Studies, Questionnaires, Error Correction