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Pee, L. G. – Studies in Higher Education, 2020
Ill-structured problem solving is widely believed to promote learning in higher education but its multiplicity (i.e. multiple solutions and evaluation criteria) is often seen as a challenge to manage. This study shows that the multiplicity can be managed as well as leveraged to enhance learning effectiveness through online co-creation. Three…
Descriptors: Instructional Effectiveness, Problem Solving, Learning Activities, College Students
Wu, Liang Li; Zhu, Edward; Callaghan, Caitlin; Irwin, Derek; Reinsdorf, Dylan; Swanson, Veronica; Zwirn, Austin; Reinkensmeyer, David – Advances in Engineering Education, 2020
To provide a project-based learning experience during the COVID-19 outbreak, we mailed experimental kits to 285 undergraduate students and developed curriculum for a multi-player online robot simulation game. Students successfully achieved cognitive objectives and rated the remote learning experience comparably to the prior-year in-person…
Descriptors: Educational Change, Active Learning, Student Projects, Engineering Education
Beraldo, Rossana; Barbato, Silviane; Ligorio, M. Beatrice – Dialogic Pedagogy, 2022
This paper analyses meaning-making processes in a blended setting--face-to-face interaction and web forum--purposely created for collaborative learning activity. The analysis focuses on one pair out of 14 dyads. The dyad comprises two female students aged 17 and 18 who attended a Brazilian third-year state secondary school. We envisioned…
Descriptors: Dialogs (Language), Blended Learning, In Person Learning, Cooperative Learning
Beseghi, Micòl – Interpreter and Translator Trainer, 2021
The impact of technology on audiovisual translation has been enormous, and it continues to change not only audiovisual production and distribution models but also the profile of the translator and the concept of audience. The development of new digital technologies has led to the emergence of internet communities of non-professional translators…
Descriptors: Translation, Visual Aids, Audiovisual Aids, Internet
Begum, Jahanara – International Journal of Language Education, 2019
In recent years, there has been a growing recognition of language teaching being more and more communication oriented. The traditional classroom teaching is facing a big challenge and is gradually being replaced by learner-centered approaches putting learner as individual into the core of learning process. This means learner autonomy gets to be…
Descriptors: Personal Autonomy, College Students, English (Second Language), Second Language Learning
Kolås, Line; Nordseth, Hugo; Yri, Jørgen Sørlie – International Association for Development of the Information Society, 2015
To ensure student activity in webinars we have defined 10 learning tasks focusing on production and communication e.g. collaborative writing, discussion and polling, and investigated how the technology supports the learning activities. The three project partners in the VisPed-project use different video-conferencing systems, and we analyzed how it…
Descriptors: Internet, Seminars, Web Based Instruction, Teaching Methods
Charlton, Patricia; Avramides, Katerina – IEEE Transactions on Learning Technologies, 2016
This paper focuses on a design based research study about STEM (Science, Technology, Engineering and Maths) learning by making through collaboration and production. This study examines learning by making by students to explore STEM using a constructionist approach with a particular focus on computer science and engineering. The use of IoT as a…
Descriptors: Computer Science Education, Engineering Education, STEM Education, Constructivism (Learning)
Fitzgerald, Carlton J., Ed.; Laurian-Fitzgerald, Simona, Ed.; Popa, Carmen, Ed. – IGI Global, 2018
As traditional classroom settings are transitioning to online environments, teachers now face the challenge of using this medium to promote effective learning strategies, especially when teaching older age groups. Because adult learners bring a different set of understandings and skills to education than younger students, such as more job and life…
Descriptors: Student Centered Learning, Learning Strategies, Adult Learning, Adult Education
Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
Lubchak, Vladimir; Kupenko, Olena; Kuzikov, Borys – Informatics in Education, 2012
E-learning students are generally heterogeneous and have different capabilities knowledge base and needs. The aim of the Sumy State University (SSU) e-learning system project is to cater to these individual needs by assembling individual learning path. This paper shows current situation with e-learning in Ukraine, state-of-art of development of…
Descriptors: Foreign Countries, Electronic Learning, Technology Uses in Education, Educational Technology
Liu, Chen-Chung; Don, Ping-Hsing; Chung, Chen-Wei; Lin, Shao-Jun; Chen, Gwo-Dong; Liu, Baw-Jhiune – Educational Technology & Society, 2010
While Web discovery is usually undertaken as a solitary activity, Web co-discovery may transform Web learning activities from the isolated individual search process into interactive and collaborative knowledge exploration. Recent studies have proposed Web co-search environments on a single computer, supported by multiple one-to-one technologies.…
Descriptors: Cooperative Learning, Internet, Foreign Countries, Models
Rowe, Michael; Bozalek, Vivienne; Frantz, Jose – British Journal of Educational Technology, 2013
While technology has the potential to create opportunities for transformative learning in higher education, it is often used to merely reinforce didactic teaching that aims to control access to expert knowledge. Instead, educators should consider using technology to enhance communication and provide richer, more meaningful platforms for the social…
Descriptors: Educational Technology, Technology Integration, Internet, Higher Education
Web 2.0 and Competence-Oriented Design of Learning--Potentials and Implications for Higher Education
Schneckenberg, Dirk; Ehlers, Ulf; Adelsberger, Heimo – British Journal of Educational Technology, 2011
This paper discusses the potential of learning technologies to foster competence development of students. It aims to improve understanding of pedagogical conditions that have to be met to establish a competence orientation in e-learning. We review the literature to summarise recent changes in e-learning, identify attributes of web 2.0…
Descriptors: Electronic Learning, Learning Processes, Educational Technology, Competency Based Education
Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the International Conference e-Learning 2018, which was organised by the International Association for Development of the Information Society, 17-19 July, 2018. This conference is part of the Multi Conference on Computer Science and Information Systems 2018, 17-20 July, which had a total of 617 submissions.…
Descriptors: Electronic Learning, Educational Technology, Online Courses, Educational Environment
Fields, Deborah A.; Kafai, Yasmin B. – International Journal of Computer-Supported Collaborative Learning, 2009
Prior studies have shown how knowledge diffusion occurs in classrooms and structured small groups around assigned tasks yet have not begun to account for widespread knowledge sharing in more native, unstructured group settings found in online games and virtual worlds. In this paper, we describe and analyze how an insider gaming practice spread…
Descriptors: Games, Preadolescents, Research Methodology, Youth Clubs