You are here:

Journal of Educational Technology Systems

2015 Volume 44, Number 2

Search this issue

Table of Contents

Number of articles: 7

  1. The Writer's Individualized Transfer Tool: A Freeware Innovation for Fostering and Researching Transfer of Writing Skills and Knowledge

    Peter H. Khost

    Most higher education institutions lack a program that promotes students' transfer--that is, reapplication or repurposing--of writing skills and knowledge across the curriculum, a phenomenon that... More

    pp. 133-152

    View Abstract
  2. Open Source Meets Virtual Reality--An Instructor's Journey Unearths New Opportunities for Learning, Community, and Academia

    Eileen A. O'Connor

    Opening with the history, recent advances, and emerging ways to use avatar-based virtual reality, an instructor who has used virtual environments since 2007 shares how these environments bring more... More

    pp. 153-170

    View Abstract
  3. Building Innovative Online Korean and Japanese Courses: A Pilot on Technology-Enhanced Curriculum Development

    Eriko Sato, Heejeong Sohn, Julian ChengChiang Chen, Kayode C. V. Adebowale & Sarah Jourdain

    Our pilot project created blended/online courses to accommodate the growing needs of precollegiate and collegiate students interested in learning Korean and Japanese. In the initial phase, we... More

    pp. 171-202

    View Abstract
  4. Teaching Adult Learner Characteristics and Facilitation Strategies through Simulation-Based Practice

    Sally A. Speed, Elizabeth Bradley & Krista Vince Garland

    This article relates a project in which a curriculum module was developed to help graduate students more effectively manage behaviors of adults in facilitation sessions. The module was piloted in... More

    pp. 203-229

    View Abstract
  5. Building Confidence as Digital Learners with Digital Support across the Curriculum

    Samara Smith & Laura Chipley

    This article describes the implementation and outcomes of incorporating creative digital assignments that utilize emergent social technologies in six college courses across the curriculum during... More

    pp. 230-239

    View Abstract
  6. Using Computer Simulations and Games to Prevent Student Plagiarism

    Elizabeth G. Bradley

    In this increasingly digital age, student plagiarism is rampant. Roughly half of college students admit to plagiarizing using content found online, directly copying and pasting the work of others. ... More

    pp. 240-252

    View Abstract
  7. Will Big Data Mean the End of Privacy?

    Harry E. Pence

    Big Data is currently a hot topic in the field of technology, and many campuses are considering the addition of this topic into their undergraduate courses. Big Data tools are not just playing an... More

    pp. 253-267

    View Abstract