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Nadia Wall; Jillee A. Walter; Lauren E. Stephens – Schole: A Journal of Leisure Studies and Recreation Education, 2024
The COVID-19 pandemic highlighted the need for and value of delivering high quality online learning experiences. Engaging students in an online environment poses unique challenges, such as cultivating a community of shared learning, encouraging student buy-in, and focusing student attention, which may be more easily achieved in an in-person…
Descriptors: Electronic Learning, Learning Experience, Educational Quality, Instructional Design
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Rantun, Rinny; Sarmita, Reggy – International Journal of Evaluation and Research in Education, 2020
Purpose of this study was to identify factors contributing to the successful group performance from the perspective of business students. The in-depth interview was done followed by a survey derived forty-five items variables, after some tests 21 items variables removed due to low item remainder coefficient resulted in 24 items questionnaires. A…
Descriptors: College Students, Business Administration Education, Group Dynamics, Student Attitudes
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Thiagarajan, Sivasailam – Simulation & Gaming, 1997
Cash games are simulation activities which feature real cash prizes and explore interpersonal skills and concepts. EASY MONEY is one such game, featuring an investment activity which focuses on trust among team members in ambiguous decision-making situations. Directions for administering the game and suggestions for applying a standard six-phase…
Descriptors: Cooperative Learning, Decision Making, Group Behavior, Group Unity