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Hughes, Gail D. – College Quarterly, 2009
Students' individual differences impact their learning experience. Reading the textbook, instructor notes, and emails may not provide all students with information in a way that meets their learning needs. Online students often say they miss traditional lectures; one option for providing these online is through video. The purpose of this paper is…
Descriptors: Online Courses, Learning Experience, Video Technology, Educational Technology
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Brown, Kevin – College Quarterly, 2007
The trend in higher education these days is to speak of students' technological skills as if they are worlds different from those of individuals who actually teach them. Teachers are the dinosaurs who do not understand how to maneuver in this brave new world of technology, while students are the evolved birds who will live on into the future. Part…
Descriptors: Computer Uses in Education, Educational Technology, Word Processing, Knowledge Level
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Britten, Jody S.; Craig, Penny – College Quarterly, 2006
The necessity of faculty members to hold specific skills and abilities with regard to technology has reached our institutions of higher education. Locally, a digital portfolio initiative recently implemented by our institution in teacher education has produced an unprecedented expectation for faculty technology skill, as well as conceptual…
Descriptors: Portfolios (Background Materials), Portfolio Assessment, Student Evaluation, Educational Innovation
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Vinall-Cox, Joan – College Quarterly, 2005
This narrative inquiry reveals some behavior of digital-era students learning writing in a new digital classroom. The teaching methods, the physical design of the classroom, and the impact of the new technology are observed, along with the pedagogical theories in use. I suggest that a basic and significant change in students' writing behavior has…
Descriptors: Writing Processes, Teaching Methods, Computer Uses in Education, Influence of Technology
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Duncan, Mike R.; Birrell, Bob; Williams, Toni – College Quarterly, 2005
Virtual Reality (VR) is primarily a visual technology. Elements such as haptics (touch feedback) and sound can augment an experience, but the visual cues are the prime driver of what an audience will experience from a VR presentation. At its inception in 2001 the Centre for Advanced Visualization (CFAV) at Niagara College of Arts and Technology…
Descriptors: Cues, Computer Simulation, Land Use, Foreign Countries