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Naismith, Laura M.; Lajoie, Susanne P. – Advances in Health Sciences Education, 2018
Students cannot learn from feedback unless they pay attention to it. This study investigated relationships between the personal factors of achievement goal orientations, achievement emotions, and attention to feedback in BioWorld, a computer environment for learning clinical reasoning. Novice medical students (N = 28) completed questionnaires to…
Descriptors: Feedback (Response), Computer Mediated Communication, Emotional Experience, Affective Behavior
Ho, Tu-Kuang; Lin, Yu-Tzeng – Journal of Educational Computing Research, 2016
Group identity is a critical component in developing effective classroom management. While there have been numerous studies on group identity, they have primarily focused on its effects on the physical classroom entity. Advances in information technology, however, have enabled the creation of virtual communities, which have become a vital channel…
Descriptors: Group Dynamics, Classroom Techniques, Online Courses, Simulated Environment
Hayes, Paul; Weibelzahl, Stephan; Hall, Tim – International Association for Development of the Information Society, 2013
Learning in the affective domain includes the manner by which people deal with things emotionally, such as feelings, values, appreciation, enthusiasms, motivations and attitudes. While out-of-class communication between instructors and students can impact all types of student learning it has its greatest impact on student affective learning. One…
Descriptors: Technology Uses in Education, Educational Technology, Telecommunications, Handheld Devices
Halvorsen, Andy – CALICO Journal, 2012
This mixed-methods study looks at patterns of emoticon usage in adult, ESL student writing. Data are drawn from 13 students and their participation in online discussion forums designed to supplement a traditional ESL writing course. The study conceptualizes computer mediated communication as a hybridized and emergent form which utilizes features…
Descriptors: Mixed Methods Research, Discourse Analysis, Questionnaires, Interviews
Zheng, Dongping; Young, Michael F.; Brewer, Robert A.; Wagner, Manuela – CALICO Journal, 2009
This study explored affective factors in learning English as a foreign language in a 3D game-like virtual world, Quest Atlantis (QA). Through the use of communication tools (e.g., chat, bulletin board, telegrams, and email), 3D avatars, and 2D webpage navigation tools in virtual space, nonnative English speakers (NNES) co-solved online…
Descriptors: Self Efficacy, Second Language Learning, Computer Mediated Communication, English (Second Language)
Bellamy, Al; Greenfield, M. C. – Journal of Technology Studies, 2009
This study explored the extent to which student emotion management factors and normative orientation (belief that chat rooms have normative standards of conduct similar to face-to-face interaction) circumscribe the sending of hostile messages within electronic relay chat rooms on the Internet. A questionnaire survey collected data from 114…
Descriptors: African American Students, Computer Mediated Communication, Ethnic Groups, Interaction
Ferguson, R. – Journal of Computer Assisted Learning, 2010
This study investigates how university students on distance learning courses experience interaction with their peers. Students on two distance learning courses at The Open University (UK) were interviewed, to investigate learners' experience of interaction on these courses. The analysis, using a grounded-theory approach, reveals disparities…
Descriptors: Foreign Countries, Distance Education, Online Courses, Web Based Instruction
Zhang, Li; Gillies, Marco; Dhaliwal, Kulwant; Gower, Amanda; Robertson, Dale; Crabtree, Barry – International Journal of Artificial Intelligence in Education, 2009
This paper describes a multi-user role-playing environment, referred to as "e-drama", which enables groups of people to converse online, in scenario driven virtual environments. The starting point of this research, is an existing application known as "edrama", a 2D graphical environment in which users are represented by static…
Descriptors: Disabilities, Cartoons, Interpersonal Relationship, Interaction