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Sommer, Max; Ritzhaupt, Albert D. – Journal of Information Technology Education: Research, 2018
Aim/Purpose: The purpose of this study was to examine the impact of the flipped classroom model on learner achievement and satisfaction for undergraduate learners Background: The context for this research on the flipped classroom was an introductory technology literacy course at a public, research university. Methodology: This study employed a…
Descriptors: Undergraduate Students, Technological Literacy, Student Satisfaction, Academic Achievement
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Alvarado-Alcantar, Rebecca; Keeley, Randa G.; Sherrow, Breanna L. – Journal of Online Learning Research, 2018
In this study, the researchers investigated accessibility and usability needs of students enrolled in blended courses in high school. Needs addressed were: course preference or course satisfaction, accessibility of support systems, and help-seeking behaviors. Students enrolled in a twelfth-grade blended course in a high school in the southwestern…
Descriptors: Accessibility (for Disabled), Usability, Preferences, Blended Learning
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Lee, Seung Hwan; Sergueeva, Ksenia; Catangui, Mathew; Kandaurova, Maria – Journal of Education for Business, 2017
In the past, researchers have explored virtual reality (VR) as an educational tool primarily for training or therapeutic purposes. In this research, the authors examine the potential for using Google Cardboard VR in business classrooms as a content delivery platform. They specifically investigate how VR (viewing a 3-dimensional, 360° video)…
Descriptors: Delivery Systems, Business Administration Education, Database Management Systems, Courseware
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Esmael, Salman – Journal of Information Technology Education: Innovations in Practice, 2017
Aim/Purpose: This study aimed to examine whether there is a difference between manual feedback and online feedback with regard to feedback quality, respondents' percentage, reliability and the amount of verbal comments written by students. Background: The quality of teaching is an important component of academic work. There are various methods for…
Descriptors: Feedback (Response), Misconceptions, Instructional Effectiveness, Educational Quality
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Azman, Adam M.; Esteb, John J. – Journal of Chemical Education, 2016
A coin-flipping analogy and free corresponding web app have been developed to facilitate student understanding of the origins of spin-spin splitting. First-order splitting patterns can easily be derived and understood. "Complex" splitting patterns (e.g., doublet of quartets), are easily incorporated into the analogy. A study of the…
Descriptors: Spectroscopy, Logical Thinking, Courseware, Teaching Methods
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Bajko, Robert; Hodson, Jaigris; Seaborn, Katie; Livingstone, Pamela; Fels, Deborah – Information Systems Education Journal, 2016
Gamification is an increasingly acceptable alternative to traditional classroom structures and practices that is based on the notion that games can be engaging to students. Gamification consists of applying game concepts such as challenges, rewards, and leaderboards to educational materials and courses. While gamification in the classroom is not…
Descriptors: Undergraduate Students, Multimedia Materials, Social Media, Student Participation