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Showing 1 to 15 of 21 results Save | Export
Frank Liu – ProQuest LLC, 2024
Virtual reality (VR) provides significant opportunities for students to experience immersive education. In VR, students can travel to the international space station, or go through a science experiment at home. However, the current tactile feedback provided by these systems do not feel real. Controllers do not provide the same tactile feedback…
Descriptors: Learning Experience, Computer Simulation, Equipment, Manipulative Materials
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Victoria Brown; David Kumar – Distance Learning, 2024
In this technologically advanced time in history, distance learning has become a preferred mode of instructional delivery in higher education. From 2019 to 2021 there is a rise and fall of postbaccalaureate undergraduate students enrolled in at least one distance course and who enrolled in distance learning courses exclusively. In 2021 about 56%…
Descriptors: Mental Computation, Online Courses, Undergraduate Study, Blended Learning
Heyes, R. Clarke – ProQuest LLC, 2019
Research indicates that online education is becoming a more prominent platform for higher education. Using a constructivist pedagogical lens, this qualitative phenomenological study was designed to explore students' learning experiences within an online masters program. The study examined the extent to which effective engagement was facilitated by…
Descriptors: Online Courses, Graduate Students, Masters Programs, Learning Experience
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Price, S.; Jewitt, C.; Sakr, M. – Journal of Computer Assisted Learning, 2016
This paper reports an empirical study that takes a multimodal analytical approach to examine how mobile technologies shape students' exploration and experience of place during a history learning activity in situ. In history education, mobile technologies provide opportunities for authentic experiential learning activities that have the potential…
Descriptors: History Instruction, Handheld Devices, Telecommunications, Learning Activities
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Enfield, Jacob; Myers, Rodney D.; Lara, Miguel; Frick, Theodore W. – Simulation & Gaming, 2012
Educators increasingly view the high level of engagement and experiential learning offered by games as a means to promote learning. However, as with any designed learning experience, player experiences should provide an accurate representation of content to be learned. In this study, the authors investigated the DIFFUSION SIMULATION GAME (DSG) to…
Descriptors: Innovation, Experiential Learning, Data Analysis, Learning Experience
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Miller, Charles – Distance Education, 2011
The purpose of this study has been to examine the impacts of aesthetic design on learner experience in an e-assessment environment, specifically on cognitive load and task performance. Sixty-six postsecondary students were randomly assigned to one of two aesthetic design configurations of the e-assessment environment: (1) an environment with low…
Descriptors: Experiential Learning, Aesthetics, Evaluation, Cognitive Processes
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Schutt, Stefan; Linegar, Dale – International Journal of Virtual and Personal Learning Environments, 2013
The authors' team has been working with virtual worlds since 2006, deploying them in diverse contexts including secondary schools, special schools, vocational education and training, higher education and the community sector. Here the authors outline their operational experience of the complex web of interrelated factors involved in running…
Descriptors: Virtual Classrooms, Learning Experience, Experiential Learning, Performance Factors
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Donnelly, Roisin – Computers & Education, 2010
This paper explores the concept and practice of interaction within a blended problem-based learning (PBL) module for academic professional development in higher education. A qualitative study spanning two years of the lived experiences of 17 academic staff in a blended PBL module was considered likely to provide a much-needed analysis of current…
Descriptors: Educational Strategies, Constructivism (Learning), Interaction Process Analysis, Focus Groups
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Weusijana, Baba Kofi; Svihla, Vanessa; Gawel, Drue; Bransford, John – Innovate: Journal of Online Education, 2009
Multiuser virtual environments (MUVEs) like Second Life present unparalleled opportunities to help students connect knowledge by description to knowledge by experience; in a MUVE, students can experience phenomena rather than only reading about them. Baba Kofi Weusijana, Vanessa Svihla, Drue Gawel, and John Bransford describe their use of a maze…
Descriptors: Educational Psychology, Experiential Learning, Virtual Classrooms, Educational Technology
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Pfeiffer, Vanessa D. I.; Gemballa, Sven; Jarodzka, Halszka; Scheiter, Katharina; Gerjets, Peter – ALT-J: Research in Learning Technology, 2009
This study focuses on learning about fish biodiversity via mobile devices in a situated learning scenario. Mobile devices do not only facilitate relating the presented information to the real world in a direct way; they also allow the provision of dynamic representations on demand. This study asks whether mobile devices are suited to support…
Descriptors: Electronic Learning, Animals, Field Trips, Biodiversity
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Wagner, Christian – Journal of Information Systems Education, 2008
Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10…
Descriptors: Computer Uses in Education, Educational Technology, Student Motivation, Learning Experience
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Dunlap, Joanna; Dobrovolny, Jackie; Young, Dave – Innovate: Journal of Online Education, 2008
In this article, Joanna Dunlap, Jackie Dobrovolny, and David Young describe their approach to the design of a real-world learning experience that prepares online graduate students to work as e-learning designers and specialists. Using Kolb's model of experiential learning to support their instructional design decisions, Dunlap, Dobrovolny, and…
Descriptors: Feedback (Response), Educational Strategies, Graduate Students, Instructional Design
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Pauleen, David J.; Marshall, Stephen; Egort, Irina – Education + Training, 2004
This paper presents and discusses an experiential learning-based team-based assignment, which makes extensive use of information and communication technology available in Blackboard. Student teams, composed of mature, post-experience graduate students in a knowledge management class, were asked to perform a task requiring creativity and then to…
Descriptors: Learning Processes, Learning Experience, Educational Technology, Graduate Students
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Tsoi, Mun Fie – Interactive Technology and Smart Education, 2009
Purpose: Research on the nature of blended learning and its features has led to a variety of approaches to the practice of blended learning. The purpose of this paper is to provide an alternative practice model, the TSOI hybrid learning model (HLM) to enhance the blended learning experiences in science education. Design/methodology/approach: The…
Descriptors: Electronic Learning, Feedback (Response), Constructivism (Learning), Web Sites
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Jarmon, Leslie; Keating, Elizabeth; Toprac, Paul – Simulation & Gaming, 2008
This article describes a university-sponsored experiential-based simulation, the NANO SCENARIO, to increase the public's awareness and affect attitudes on the societal implications of nanoscience and nanotechnology by bringing together diverse stakeholders' perspectives in a participatory learning environment. Nanotechnology has the potential for…
Descriptors: Transformative Learning, Learning Experience, Computer Assisted Instruction, Educational Technology
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