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Sang Joon Lee; Kun Huang – International Journal on E-Learning, 2024
The community of inquiry (CoI) framework identifies three essential elements--social, cognitive, and teaching presences--that are crucial for fostering a successful online learning experience. This study utilized the CoI framework to examine whether differences existed in students' perceived CoI presences between online and face-to-face sections…
Descriptors: Undergraduate Students, Information Technology, Online Courses, In Person Learning
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
Cohen, Judy; Robinson, Catherine – Innovations in Education and Teaching International, 2018
Through the lens of implementing team-based learning (TBL), this paper unpacks elements of 'excellence' and investigates the influence of individual belief systems, the learning environment and institutional context in influencing perceptions of 'excellence'. We analyse the adoption of a student-centred approach to teaching and explore the…
Descriptors: Teamwork, Instructional Effectiveness, Cooperative Learning, Beliefs
Howard, Elizabeth V.; Woods, David M. – Information Systems Education Journal, 2016
In previous semesters of our IT Ethics course, students created traditional final projects where they presented some topic in IT Ethics that we did not cover during the course. Students were free to choose how they would present their information with most groups choosing a traditional presentation where some members of the group were clearly…
Descriptors: Ethics, Multimedia Materials, Information Technology, Student Projects
Shih, Ru-Chu – International Journal of Distance Education Technologies, 2017
In recent years, the rapid advancement of information technology has had a great impact on our daily life and changed the world in which we operate; in particular, mobile devices have become more portable and powerful than ever. As a result, mobile-assisted language learning (MALL) and ubiquitous learning have been widely adopted in a variety of…
Descriptors: English for Special Purposes, Electronic Learning, College Students, Language Laboratories
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
Gross, Benjamin; Marinari, Maddalena; Hoffman, Mike; DeSimone, Kimberly; Burke, Peggy – Educational Research Quarterly, 2015
In this paper, the authors find empirical support for the effectiveness of the flipped classroom model. Using a quasi-experimental method, the authors compared students enrolled in flipped courses to their counterparts in more traditional lecture-based ones. A survey instrument was constructed to study how these two different groups of students…
Descriptors: Student Satisfaction, Classroom Environment, Classroom Techniques, Quasiexperimental Design
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