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Showing 151 to 165 of 269 results Save | Export
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Gullett, Evelyn; Sixl-Daniell, Karin – Journal of Educational Technology, 2008
Virtual teams are a common phenomenon in organizations today. Universities are no exception to this trend and, in response, are offering class rooms without boundaries by introducing online programs which allow individuals from all walks of life and diverse geographical locations to come together. Cross-cultural virtual teams, collaborating with…
Descriptors: Teamwork, Online Courses, Electronic Learning, Higher Education
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Daukilas, Sigitas; Kaciniene, Irma; Vaisnoriene, Daiva; Vascila, Vytautas – Quality of Higher Education, 2008
The article analyzes and assesses factors that have impact upon the quality of eTeaching/learning technologies in higher education; it is on their basis that the concept of eTeaching/learning quality is denied. Research data about the students' motives in choosing various teaching/learning technologies for the development of their competence are…
Descriptors: Higher Education, Distance Education, Virtual Classrooms, Educational Quality
Whitton, Nicola; Hollins, Paul – ALT-J: Research in Learning Technology, 2008
There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…
Descriptors: Higher Education, Educational Benefits, Virtual Classrooms, Educational Games
Livingstone, Daniel; Kemp, Jeremy; Edgar, Edmund – ALT-J: Research in Learning Technology, 2008
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi-user 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the…
Descriptors: Educational Technology, Virtual Classrooms, Educational Environment, Educational Games
Bugeja, Michael J. – Education Digest: Essential Readings Condensed for Quick Review, 2008
Most people have at least secondhand knowledge about Second Life, a virtual-reality world created by Linden Lab, in which avatars (digital characters) lease "islands" for real-life purposes--to sell products, conduct classes, do research, hold conferences, and even recruit for admissions. About nine million avatars reportedly interact on this…
Descriptors: Information Technology, Technology Integration, Technology Uses in Education, Technology Education
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Kurilovas, Eugenijus; Dagiene, Valentina – Electronic Journal of e-Learning, 2009
The main scientific problems investigated in this article deal with technical evaluation of quality attributes of the main components of e-Learning systems (referred here as DLEs--Digital Libraries of Educational Resources and Services), i.e., Learning Objects (LOs) and Virtual Learning Environments (VLEs). The main research object of the work is…
Descriptors: Electronic Learning, Evaluation Criteria, Electronic Libraries, Evaluation Methods
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Durkee, David; Brant, Stephen; Nevin, Pete; Odell, Annette; Williams, Godfried; Melomey, Divina; Roberts, Hedley; Imafidon, Chris; Perryman, Roy; Lopes, Anna – Industry and Higher Education, 2009
This paper examines the practical implications for teachers wishing to incorporate e-learning and Web 2.0 technologies into their pedagogy. The authors concentrate on applied didactical scenarios and the impacts of e-learning innovations. The methods applied stem from grounded theory and action research. An analytical framework was derived by…
Descriptors: Electronic Learning, Grounded Theory, Student Attitudes, Action Research
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Bayne, Sian – Teaching in Higher Education, 2008
As certain areas of practice in higher education shift online, the work of learners and teachers increasingly takes place within the domain of the image. The "digital turn" we are experiencing, both in higher education and in the wider culture, accompanies an "iconic turn" in which the logic of the image as it emerges on our screens has a growing…
Descriptors: Higher Education, Educational Environment, Teaching Methods, Virtual Classrooms
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Bertolo, Emilia – Bioscience Education e-Journal, 2008
Web 2.0 tools are changing the way we work online. As lecturers, we need to understand how these emerging technologies impact both on our students' learning and on our own teaching practice. This means we must ourselves become more confident in our use of Web 2.0, to be able to cope with the rapidly changing nature of these technologies. In most…
Descriptors: Educational Technology, Teaching Methods, Virtual Classrooms, Internet
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Kohorst, Kelly; Cox, James R. – Biochemistry and Molecular Biology Education, 2007
The availability of online collaboration software has provided new opportunities for instructors to interact with students outside the classroom. This report describes how Elluminate "Live!"[R], a particular conferencing software package, can be used with a tablet PC to conduct virtual office hours in a biochemistry course. The educational value…
Descriptors: Learning Experience, Educational Technology, Computer Software, Biochemistry
Asandului, Laura; Ceobanu, Ciprian – Online Submission, 2008
The accelerated development of the information and communication technologies determined universities, companies and educational institutions to implement alternatives to the traditional teaching methods, thereby leading to the development of e-courses. New Information and Communication Technologies mediating learning represent an important…
Descriptors: Higher Education, Foreign Countries, Case Studies, Graduate Students
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Gregor, Claire – Learning and Teaching: The International Journal of Higher Education in the Social Sciences, 2008
"Informacy", the learning of information technology skills, is now a key element of all Social Work curricula in the U.K. following the General Social Care Council's accreditation requirements. These stipulate that all undergraduates acquire computer literacy skills to the level of the European Computer Driving Licence (ECDL) or its…
Descriptors: Electronic Learning, Information Technology, Computer Literacy, Social Work
Millson, Murray R.; Wilemon, David – Journal of Distance Education, 2008
The purpose of our paper is to describe and compare educational models based on four major concepts that can be used to assess educational quality. We focus on graduate management programs since they are increasingly supporting their education offerings with state-of-the-art technology. We examine why some distance educational models are more…
Descriptors: Administrator Education, Distance Education, Educational Quality, Delivery Systems
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Tay, Lee Yong; Lim, Cher Ping – Educational Media International, 2010
This paper examines how a game-like 3D Multi-User Virtual Environment (MUVE), Quest Atlantis (QA), is used in an after-school programme to engage a group of 14 academically at-risk primary students in their learning. It adopts an activity theoretical perspective to identify the disturbances and contradictions during the implementation of the…
Descriptors: Virtual Classrooms, Social Environment, Information Technology, At Risk Students
Bayne, Sian – ALT-J: Research in Learning Technology, 2008
This paper brings together the theory of the uncanny as it emerges in cultural theory, with an understanding of the uncanniness and troublesomeness seen to be inherent in certain understandings of teaching and learning in higher education. Drawing on research into students' experiences of learning in virtual worlds, it explores the sense in which…
Descriptors: Higher Education, Virtual Classrooms, Student Experience, Online Courses
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