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Schnepp, Jerry; Rogers, Christian – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: To examine the early perceptions (acceptability) and usability of EASEL (Education through Application-Supported Experiential Learning), a mobile platform that delivers reflection prompts and content before, during, and after an experiential learning activity. Background: Experiential learning is an active learning approach in which…
Descriptors: Usability, Computer Software Evaluation, Handheld Devices, Experiential Learning
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Papanikolaou, Kyparisia; Boubouka, Maria – Journal of Research on Technology in Education, 2011
In this paper we investigate the value of collaboration scripts for promoting metacognitive knowledge in a project-based e-learning context. In an empirical study, 82 students worked individually and in groups on a project using the e-learning environment MyProject, in which the life cycle of a project is inherent. Students followed a particular…
Descriptors: Foreign Countries, Metacognition, Case Method (Teaching Technique), College Students
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Janavaras, Basil J.; Gomes, Emanuel; Young, Richard – Journal of College Teaching & Learning, 2008
This paper seeks to confirm whether students using the Global Market Potential System Online (GMPSO) web based software, (http://globalmarketpotential.com), for their class project enhanced their knowledge and understanding of international business. The challenge most business instructors and practitioners face is to determine how to bring the…
Descriptors: Student Projects, Class Activities, International Trade, Active Learning