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Çakiroglu, Ünal; Kokoç, Mehmet; Kol, Elvan; Turan, Ebru – Educational Technology & Society, 2016
The purpose of this qualitative study was to understand activities and behaviors of learners and instructor in an online programming course. Adobe Connect web conferencing system was used as a delivery platform. A total of fifty-six sophomore students attending a computer education and instructional technology program (online) participated in this…
Descriptors: Programming, Online Courses, Qualitative Research, Teleconferencing
Meri, Serpil – Research-publishing.net, 2015
The present research explores the interaction between learners and tools in e-learning environments. In order to explore that issue, this study analyzed and interpreted the findings obtained through observation and interview with 10 international students who wished to improve their learning of English by using the English for Academic Purposes…
Descriptors: Interaction, Electronic Learning, Educational Technology, Observation
Jang, Eunice Eunhee; Lajoie, Susanne P.; Wagner, Maryam; Xu, Zhenhua; Poitras, Eric; Naismith, Laura – Journal of Educational Computing Research, 2017
Technology-rich learning environments (TREs) provide opportunities for learners to engage in complex interactions involving a multitude of cognitive, metacognitive, and affective states. Understanding learners' distinct learning progressions in TREs demand inquiry approaches that employ well-conceived theoretical accounts of these multiple facets.…
Descriptors: Educational Technology, Technology Uses in Education, Simulation, Patients
Karsenti, Thierry; Bugmann, Julien – International Association for Development of the Information Society, 2017
The goal of this study was to explore the educational potential of Minecraft. This project was conducted with 118 elementary-school students from Canada during the 2016-2017 school year. To explore the educational potential of Minecraft on the students, we designed a "Minecraft challenge" for students. 10 game levels of ascending…
Descriptors: Educational Technology, Technology Uses in Education, Elementary School Students, Foreign Countries
Cho, Byeong-Young – Cognition and Instruction, 2014
The purpose of this study was to investigate the type, pattern, and complexity of Internet reading strategies used by seven accomplished high school readers. Individual participants performed an academic Internet reading task with the goal of developing critical questions about their chosen controversial topic. Strategies for Internet reading were…
Descriptors: Internet, Reading Strategies, High School Students, Reading Assignments
Yadav, Aman; Phillips, Michael M.; Lundeberg, Mary A.; Koehler, Matthew J.; Hilden, Katherine; Dirkin, Kathryn H. – Journal of Computing in Higher Education, 2011
In this investigation we assessed whether different formats of media (video, text, and video + text) influenced participants' engagement, cognitive processing and recall of non-fiction cases of people diagnosed with HIV/AIDS. For each of the cases used in the study, we designed three informationally-equivalent versions: video, text, and video +…
Descriptors: Student Attitudes, Protocol Analysis, Affective Behavior, Cognitive Processes
Armstrong, David – ProQuest LLC, 2010
The purpose of this study was to describe undergraduate students' experiences and perceptions of online courses based on interviews, observations, and online focus groups. I describe (a) motivational and learner characteristics within online classes, (b) the positive and negative aspects of online courses as experienced by students, (c) what…
Descriptors: Electronic Learning, Undergraduate Students, Student Attitudes, Distance Education
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
Wolfe, Joanna – International Journal of Computer-Supported Collaborative Learning, 2008
Recent research on annotation interfaces provides provocative evidence that anchored, annotation-based discussion environments may lead to better conversations about a text. However, annotation interfaces raise complicated tradeoffs regarding screen real estate and positioning. It is argued that solving this screen real estate problem requires…
Descriptors: Persuasive Discourse, Protocol Analysis, Reading Strategies, Critical Thinking
Miller, Greg, Ed. – 2000
These proceedings contain 48 presentations and 15 poster abstracts. Papers include "Computer Tasks Required in Selected Undergraduate Agriculture Courses" (Johnson, Ferguson, Vokinnns, Lester); "College of Agriculture Faculty Perceptions of Electronic Technologies in Teaching" (Dooley, Murphy); "Steering Through Turbulent…
Descriptors: Adult Education, Agribusiness, Agricultural Education, Agricultural Sciences