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Makruf, Imam; Rifa'i, Andi Arif; Triana, Yunika – International Journal of Instruction, 2022
The COVID-19 pandemic gives a big impact on various aspects of human life, including higher education institutions. Institut Agama Islam Negeri (State Institute for Islamic Studies) Surakarta (IAIN Surakarta) as one of the Islamic higher education institutions in Indonesia has developed online learning management using Moodle platform. This study…
Descriptors: Higher Education, Integrated Learning Systems, Online Courses, Islam
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Singh, Jitendra; Kumar, Vikas; Kumar, Darvinder – International Journal of Virtual and Personal Learning Environments, 2022
With the limitations imposed by COVID-19 pandemic, educational regulatory bodies in India recommended a number of online education portals to support higher education. Present work undertakes a detailed study on these recommended platforms and presents a comparative analysis based on the relevant features. 'SWAYAM' a widely popular and emphasized…
Descriptors: Information Technology, Higher Education, Educational Policy, Foreign Countries
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Ghounane, Nadia – Arab World English Journal, 2020
Social platforms like Facebook, Twitter, Whatsapp, YouTube, and Instagram have become the refuge of teachers and students during the last years. However, there are many educational platforms set by the Algerian Ministry of Higher Education like Moodle and which bring the same services to the learners but in an academic setting. These platforms,…
Descriptors: Management Information Systems, Social Media, Computer Software, COVID-19
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Treves, Richard; Viterbo, Paolo; Haklay, Mordechai – Journal of Geography in Higher Education, 2015
Research into virtual field trips (VFTs) started in the 1990s but, only recently, the maturing technology of devices and networks has made them viable options for educational settings. By considering an experiment, the learning benefits of logging the movement of students within a VFT are shown. The data are visualized by two techniques:…
Descriptors: Field Trips, Virtual Classrooms, Computer Simulation, Visualization
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Costello, Eamon – Open Learning, 2013
The virtual learning environment (VLE) has grown to become a piece of complex infrastructure that is now deemed critical to higher educational provision. This paper looks at Moodle and its adoption in higher education. Moodle's origins, as an open source VLE, are investigated and its growth examined in the context of how higher educational…
Descriptors: Virtual Classrooms, Higher Education, Open Source Technology, Computer Software
McGhee, Tomeka W.; Brown, Maranda; Pressley, Felicia; Browning, Brandon; Thomas, Chippewa – Michigan Journal of Counseling: Research, Theory, and Practice, 2012
Virtual world technology is becoming an invaluable tool. Increasingly, institutions of higher learning are using virtual world technology to facilitate education and communication. Second Life (SL) is a three dimension virtual world which demonstrated usefulness for the counseling profession. This article seeks to elucidate the potential of SL for…
Descriptors: Counselor Training, Counseling, Counselors, Virtual Classrooms
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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Yang, Yuting; Kang, Houliang – Engineering Design Graphics Journal, 2014
Three Dimensional or 3D virtual reality has become increasingly popular in many areas, especially in building a digital campus. This paper introduces a virtual campus, which is based on a 3D model of The Tourism and Culture College of Yunnan University (TCYU). Production of the virtual campus was aided by Human Factor and Ergonomics (HF&E), an…
Descriptors: Virtual Classrooms, Human Factors Engineering, Campuses, Computer Software
Ramaswami, Rama – Campus Technology, 2011
As virtualization becomes commonplace in higher education, it is clear that the traditional licensing options for software are woefully inadequate. The definitions of who is licensed to use what--and where--are blurring, as users move from physical to virtual spaces and can access software from a variety of devices. In discussing the need for new…
Descriptors: Higher Education, Computer Software, Certification, Information Technology
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Okutsu, Masataka; DeLaurentis, Daniel; Brophy, Sean; Lambert, Jason – Computers & Education, 2013
To test the concept of multiuser 3D virtual environments as media to teach semester-long courses, we developed a software prototype called Aeroquest. An aerospace design course--offered to 135 second-year students for university credits in Fall 2009--was divided into two groups: the real-world group attending lectures, physically, in a campus hall…
Descriptors: Engineering, Engineering Education, Aerospace Education, Design
Walker, David; Livadas, Lelia; Miles, Gail – European Journal of Open, Distance and E-Learning, 2011
This research investigated Irish Small to Medium Sized Educational Institutions (SMSEs) involved in Higher Education (HE) that adopted Moodle, the OSS (Open Source Software) course management system (CMS). As Moodle has only been adopted in the Irish HE sector in the last 5-7 years, this research crucially studied the attitudes of the SMSEs that…
Descriptors: Higher Education, Management Systems, Schools, Foreign Countries
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Frederiksen, Karen-Margrete, Ed.; Larsen, Sanne, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2020
Despite the COVID-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Videoconferencing
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Cyphert, Dale; Wurtz, M. Susan; Duclos, Leslie K. – Business Communication Quarterly, 2013
As business organizations grow increasingly virtual, traditional principles of organizational communication require examination and modification. This article considers the curricular implications of the growing business uses of virtual world technology through three different lenses--students as employee-users, students as strategic designers and…
Descriptors: Virtual Classrooms, Computer Mediated Communication, Educational Technology, Computer Simulation
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Fotaris, Panagiotis; Mastoras, Theodoros; Leinfellner, Richard; Rosunally, Yasmine – Electronic Journal of e-Learning, 2016
Conventional taught learning practices often experience difficulties in keeping students motivated and engaged. Video games, however, are very successful at sustaining high levels of motivation and engagement through a set of tasks for hours without apparent loss of focus. In addition, gamers solve complex problems within a gaming environment…
Descriptors: Programming, Teaching Methods, Learner Engagement, Incentives
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Barbero, Basilio Ramos; Pedrosa, Carlos Melgosa; Mate, Esteban Garcia – Educational Technology & Society, 2012
The purpose of this study is to determine which 3D viewers should be used for the display of interactive graphic engineering documents, so that the visualization and manipulation of 3D models provide useful support to students of industrial engineering (mechanical, organizational, electronic engineering, etc). The technical features of 26 3D…
Descriptors: Engineering, Learning Processes, Computer Assisted Design, Computer Software
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