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Habel, Chad; Stubbs, Matthew – Research in Learning Technology, 2014
This article reports on an action-research project designed to investigate the effect of a technological intervention on the complex interactions between student engagement, participation, attendance and preparation in a large lecture delivered as part of a compulsory first-year law course, a discipline which has not been the focus of any previous…
Descriptors: Telecommunications, Voting, Law Students, Law Schools
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Sweetser, Penelope – Journal of Learning Design, 2013
Level design is often characterised as "where the rubber hits the road" in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialised topic of level design. Furthermore, there…
Descriptors: Design, Educational Games, Action Research, Educational Technology
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Mathews, Shane; Andrews, Lynda; Luck, Edwina – Educational Research, 2012
Background: Integrating 3D virtual world technologies into educational subjects continues to draw the attention of educators and researchers alike. The focus of this study is the use of a virtual world, Second Life, in higher education teaching. In particular, it explores the potential of using a virtual world experience as a learning component…
Descriptors: Feedback (Response), Field Trips, Action Research, Marketing
Herington, Carmel; Weaven, Scott – Australian Educational Researcher, 2008
This paper presents an action research approach to exploring methods of improving the learning styles and outcomes of first year university students within large class environments. The genesis of this project stemmed from an observation that entire tutorial groups were often lethargic in their approach to learning. Following a survey of learning…
Descriptors: Cognitive Style, Class Activities, Teaching Styles, Action Research