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Munoz-Cristobal, Juan A.; Asensio-Perez, Juan I.; Martinez-Mones, Alejandra; Prieto, Luis P.; Jorrin-Abellan, Ivan M.; Dimitriadis, Yannis – IEEE Transactions on Learning Technologies, 2018
Technology offers rich opportunities for learning across different physical and virtual spaces. However, most of current across-spaces proposals are either highly teacher-centered, inflexible in the students' self-management of learning artifacts during the enactment, or allow the teacher little/no control of such students' management of…
Descriptors: Computer Uses in Education, Technology Integration, Pilot Projects, Electronic Learning
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Fokides, Emmanuel – Journal of Information Technology Education: Research, 2017
Aim/Purpose: The study examines the effectiveness of university courses in shaping preservice teachers' intention to use 3D multi-user virtual environments (MUVEs) when they become practicing teachers. Background: Four variables (perceived usefulness, perceived ease of use, self-efficacy, and attitude toward use), as well as behavioral intention…
Descriptors: Structural Equation Models, Intention, Preservice Teachers, Virtual Classrooms
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Mamat, Ibrahim; Yusoff, Ahmad Shidki Mat; Abdullah, Wan Salihin Wong; Razak, Fahmi Zaidi Abdul – Turkish Online Journal of Educational Technology - TOJET, 2015
Virtual Learning Environment (VLE) has become the main mechanism in supporting on-line education either in primary or secondary school. Although VLE efforts are considered to be a significant corporate investment, many surveys indicate high drop-out rates or failures. This research uses an integrated model in order to assessing the influence of…
Descriptors: Foreign Countries, Educational Technology, Virtual Classrooms, Structural Equation Models
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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Tarhini, Ali; Hassouna, Mohammad; Abbasi, Muhammad Sharif; Orozco, Jorge – Electronic Journal of e-Learning, 2015
Simpler is better. There are a lot of "needs" in e-Learning, and there's often a limit to the time, talent, and money that can be thrown at them individually. Contemporary pedagogy in technology and engineering disciplines, within the higher education context, champion instructional designs that emphasize peer instruction and rich…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Technology Integration
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Vrellis, Ioannis; Avouris, Nikolaos; Mikropoulos, Tassos A. – Australasian Journal of Educational Technology, 2016
Although problem-based learning (PBL) has many advantages, it often fails to connect to the real world outside the classroom. The integration with the laboratory setting and the use of information and communication technologies (ICTs) have been proposed to address this deficiency. Multi-user virtual environments (MUVEs) like Second Life (SL) are…
Descriptors: Science Activities, Outcomes of Education, Satisfaction, Problem Based Learning
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Chow, Meyrick – Australasian Journal of Educational Technology, 2016
There is a growing body of evidence that feeling present in virtual environments contributes to effective learning. Presence is a psychological state of the user; hence, it is generally agreed that individual differences in user characteristics can lead to different experiences of presence. Despite the fact that user characteristics can play a…
Descriptors: Structural Equation Models, Self Efficacy, Technology Uses in Education, Educational Technology
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Murphrey, Theresa Pesl; Rutherford, Tracy A.; Doerfert, David L.; Edgar, Leslie D.; Edgar, Don W. – Journal of Agricultural Education, 2014
Educational technology continues to expand with multi-user virtual environments (e.g., Second Lifeā„¢) being the latest technology. Understanding a virtual environment's usability can enhance educational planning and effective use. Usability includes the interaction quality between an individual and the item being assessed. The purpose was to assess…
Descriptors: Usability, Virtual Classrooms, Agricultural Colleges, Agricultural Education
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Hill, Jennifer L.; Nelson, Amanda – Environmental Education Research, 2011
This paper examines the experiences of undergraduate university students in response to the employment of video podcasts to support learning and teaching about exotic ecosystems. Six, 15-20-minute podcasts were made accessible to students through a virtual learning environment, either online or to download to mobile technology. The students were…
Descriptors: Video Technology, Focus Groups, Computer Assisted Instruction, Learning Experience
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 13th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2016), October 28-30, 2016, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by the University of Mannheim, Germany, and endorsed by the…
Descriptors: Conferences (Gatherings), Foreign Countries, Constructivism (Learning), Technological Advancement
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Sinkovics, Rudolf R.; Haghirian, Parissa; Yu, Shasha – Journal of Teaching in International Business, 2009
Information technology (IT) innovations have and continue to have a significant impact on international marketing practice and customer interactions. With the marketing environment becoming increasingly dependent on technology, marketing teaching in higher education faces a challenging task of effectively leveraging technology in diverse learning…
Descriptors: Information Technology, Business Education, Educational Innovation, Educational Environment
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Keengwe, Jared; Anyanwu, Longy O. – Journal of Science Education and Technology, 2007
The purpose of the study was to determine students' perception of instructional integration of computer technology to improve learning. Two key questions were investigated in this study: (a) What is the students' perception of faculty integration of computer technology into classroom instruction? (b) To what extent does the students' perception of…
Descriptors: Student Attitudes, Predictor Variables, Educational Technology, Likert Scales
Deborah L. Lowther; Steven M. Ross; Aaron McDonald; Weiping Wang; Laura Thompson – Center for Research in Educational Policy (CREP), 2003
This report summarizes the Year 2 evaluation study results of the Students and Teachers Accessing Real-time Knowledge (STARK) Program in the West Orange Consolidated Independent School District (CSID). The overall purpose of the evaluation was twofold: (a) to provide formative evaluation data to the participant schools to serve as a basis for…
Descriptors: Formative Evaluation, Educational Technology, Teaching Methods, Virtual Classrooms
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Simonson, Michael, Ed.; Crawford, Margaret, Ed. – Association for Educational Communications and Technology, 2006
For the twenty-ninth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the National AECT Convention in Orlando, Florida. The Proceedings of AECT's Convention are published in two…
Descriptors: Research and Development, Educational Technology, Educational Games, Computers