Online Plagiarism and Cybercheating Still Strong – 61.9%
In a study of 1222 undergraduates, Selwyn examined differences in cybercheating levels between a variety of majors and student types. Overall results? 61.9% of students cheat.
technology, education and training from an industrial/organizational (I/O) psychologist
In a study of 1222 undergraduates, Selwyn examined differences in cybercheating levels between a variety of majors and student types. Overall results? 61.9% of students cheat.
My mission: I want to develop a freely available, NSF-funded, open source online social networking platform customized to the needs of university faculty and students.
Part 5 of my series examining research evidence for the value of video games. This time: video games that have been made for patient care and training doctors.
Part 4 of my series examining research evidence for the value of video games. This time: a framework for educational games research.
What should trainers and instructors do before starting their courses that will maximize learning for students?
I began today by drafting a comment response to this article by Rey Junco about “why educators must become hackers,” but after I started writing, it became obvious that this deserved a much more complete response.