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Elizabeth M. Goering – Journal of Teaching and Learning with Technology, 2023
Belonging, or the feeling of being a valued member of a community, has been linked to numerous positive outcomes in higher education. Although creating a sense of belonging at the campus level is important, equally important is fostering belonging in the classroom. Research has shown that belonging is more likely to occur in classes where students…
Descriptors: Sense of Community, Electronic Learning, Technology Integration, Technology Uses in Education
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Lacka, Ewelina; Wong, T. C. – Studies in Higher Education, 2021
Digital natives is a term used to describe current higher education (HE) students, whose lives are proliferated by digital technologies. To cater to the needs of this new generation of students, HE institutions increasingly adopt digital tools such as virtual learning environments (VLE) and social media (SM). Little is known, however, about the…
Descriptors: Technology Integration, Influence of Technology, Social Media, Electronic Learning
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García-Tudela, Pedro Antonio; Prendes-Espinosa, María Paz; Solano-Fernández, Isabel María – Journal of New Approaches in Educational Research, 2020
Educational technology evolves constantly, in line with the innovative technologies we implement, but always catering for the improvement of teaching and learning. For this, Smart Learning Environments (SLE) emerge as an optimal alternative to traditional teaching as, through ergonomics, an inclusive outlook which is bound to enhance the…
Descriptors: Educational Environment, Human Factors Engineering, Educational Research, Educational Technology
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Díaz, Adriana R.; Cordella, Marisa; Disbray, Samantha; Hanna, Barbara E.; Mikhaylova, Anna – Intercultural Communication Education, 2021
While the disruptive impact of the COVID-19 pandemic continues to unfold around the world, one of its most immediate effects -- beyond significant loss of life and livelihood -- has been the exposure of existing weaknesses in various sectors and systems. This is especially evident in higher education, with its growing overreliance on the…
Descriptors: Higher Education, COVID-19, Pandemics, Ethics
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Park, Yeonjeong; Jo, Il-Hyun – Assessment & Evaluation in Higher Education, 2017
As the advance of learning technologies and analytics tools continues, learning management systems (LMSs) have been required to fulfil the growing expectations for smart learning. However, the reality regarding the level of technology integration in higher education differs considerably from such expectations or the speed of advances in…
Descriptors: Integrated Learning Systems, Technology Integration, Higher Education, Technology Uses in Education
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Cohen, Donita; Sasson, Irit – Journal of Technology and Science Education, 2016
Assessment in education employing web tools, also known as e-assessment, deals with the effective use of technology to support successful instruction. The aim of this study was to investigate learning outcomes and the students' attitudes to online Moodle quizzes in order to improve instructional design. The research population included 204 college…
Descriptors: Computer Assisted Testing, Formative Evaluation, Virtual Classrooms, Foreign Countries
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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
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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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Steils, Nicole; Tombs, Gemma; Mawer, Matt; Savin-Baden, Maggi; Wimpenny, Katherine – Technology, Pedagogy and Education, 2015
This paper presents findings from a large-scale study which explored the socio-political impact of teaching and learning in virtual worlds on UK higher education. Three key themes emerged with regard to constructing curricula for virtual world teaching and learning, namely designing courses, framing practice and locating specific student needs.…
Descriptors: Curriculum Implementation, Higher Education, Virtual Classrooms, Teaching Methods
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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Vrellis, Ioannis; Avouris, Nikolaos; Mikropoulos, Tassos A. – Australasian Journal of Educational Technology, 2016
Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are…
Descriptors: Science Activities, Outcomes of Education, Satisfaction, Problem Based Learning
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Mouyabi, J. Seke Mboungou – South African Journal of Higher Education, 2011
This article deals with e-learning by focusing on the perceptible tension between ICT and Education. It calls for the implementation of a supple platform within higher education community in the new era of ICT. A personal experience and the analysis of different approaches are used in dealing with the issues. The choice of Moodle as a case study…
Descriptors: Electronic Learning, Higher Education, Colleges, Information Technology
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Kohut, Gary F. – Journal of Effective Teaching, 2012
With the growth in the global economy and the rapid development of communication and information technologies, global virtual teams are quickly becoming the norm in the workplace. Research indicates, however, that many students have little or no experience working in such teams. Students who learn through these experiences benefit from higher task…
Descriptors: Teamwork, Global Approach, Virtual Classrooms, Teaching Methods
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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
Aji, Sandeep – Educational Technology, 2016
One of the most explosive areas of growth in the field of higher education is currently in emerging international markets. In developing nations, lack of access to high-quality teachers and educational materials is often the key obstacle preventing students from gaining the skills and knowledge they need to pursue new opportunities and advance in…
Descriptors: Higher Education, Video Technology, Teaching Methods, Technology Uses in Education
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