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Jamain, Ririanti Rachmayanie; Putro, Hendro Yulius Suryo; Sadewa, Muhammad Indra – Online Submission, 2022
During the COVID-19 pandemic, lecture activities in the Guidance and Counseling study program were transferred to online media through the e-learning platform of the Integrated Lambung Mangkurat University Information System (SIMARI). This study aims to produce collaborative digital modules through the zedemy platform used in lectures in the…
Descriptors: Learner Engagement, Electronic Learning, Educational Technology, Learning Management Systems
Raymundo, Maria Rowena D. R. – Asian Association of Open Universities Journal, 2020
Purpose: Higher education institutions (HEIs) frequently overlook the importance of encouraging creative thinking in students. A review of the prevailing practices in a fully online tertiary distance education (DE) institution revealed a lack of learning activities that foster creativity. The study aims to find out whether the creative…
Descriptors: Creativity, Electronic Learning, Cooperative Learning, Student Projects
WaiShiang, Cheah; Mit, Edwin; Halin, Alfian Abdul – International Journal of Technology in Teaching and Learning, 2016
One pressing issue in resource constrained schools is the lack of access to computer facilities for learning. A single display groupware (SDG) is explored in this paper to provide an alternative solution for this limitation where it allows multiple users to work concurrently on a single computer display. This study aims to investigate the…
Descriptors: Feasibility Studies, Cooperative Learning, Group Dynamics, Group Discussion
Fernández-Río, Javier; Suarez, Carlos – Physical Education and Sport Pedagogy, 2016
Background: Adventure education is an instructional model where students participate in adventurous activities to acquire physical, cognitive, and affective skills. It also has strong connections with cooperative learning. Parkour is a fast-growing sport practiced by thousands of youngsters all over the world. The media does not portray it as an…
Descriptors: Feasibility Studies, Student Attitudes, Elementary School Students, Adventure Education
Hummel, Hans; Geerts, Walter; Slootmaker, Aad; Kuipers, Derek; Westera, Wim – Interactive Learning Environments, 2015
Serious games are seen to hold potential to facilitate workplace learning in a more dynamic and flexible way. This article describes an empirical study into the feasibility of an online collaboration game that facilitates teachers-in-training to deal with classroom management dilemmas. A script to support these students in carrying out such…
Descriptors: Foreign Countries, Educational Games, Educational Technology, Electronic Learning
Wilson, Anne – Journal of University Teaching and Learning Practice, 2008
Purpose: This paper reports on the adaptation of an existing interpretive and critical research methods course in nursing for postgraduate student health professionals in a School of Population Health and Clinical Practice. Methods: A cyclical approach of inquiry, reflection and planning was undertaken by the teaching team to make changes to the…
Descriptors: Program Implementation, Research Methodology, Methods Courses, Nursing Education
Antilla, Madeline; DeMonet, J. – 1999
In this lesson, students work as marketing teams hired by a U.S. fast food company to study the feasibility of selling fast food in Latin America. Teams are composed of cultural, production, marketing, and advertising experts. Each marketing team will investigate a product and a Latin American country. Teams will present their research and…
Descriptors: Academic Standards, Area Studies, Business, Cooperative Learning
Cohen, Moshe; Miyake, Naomi – 1985
A worldwide international computer network, called the Intercultural Learning Network, has been developed to provide students from different cultures with opportunities to work cooperatively. Prototype activities have been developed and tested which facilitate and contextualize interactions among secondary and college students. Joint projects in…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Networks, Cooperative Learning
Cohen, Moshe; And Others – 1985
Electronic networks provide new opportunities to create functional learning environments which allow students in many different locations to carry out joint educational activities. A set of participant observation studies was conducted in the context of a cross-cultural, cross-language network called the Intercultural Learning Network in order to…
Descriptors: Computer Assisted Instruction, Computer Networks, Cooperative Learning, Cultural Awareness