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Journal of Information Systems Education

2009 Volume 20, Number 2

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Table of Contents

Number of articles: 13

  1. Microsoft or Google Web 2.0 Tools for Course Management

    Thomas Rienzo & Bernard Han

    While Web 2.0 has no universal definition, it always refers to online interactions in which user groups both provide and receive content with the aim of collective intelligence. Since 2005, online ... More

    pp. 123-127

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  2. Tweeting the Night Away: Using Twitter to Enhance Social Presence

    Joanna C. Dunlap & Patrick R. Lowenthal

    To be truly effective, online learning must facilitate the social process of learning. This involves providing space and opportunities for students and faculty to engage in social activities.... More

    pp. 129-135

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  3. Web 2.0 and Virtual World Technologies: A Growing Impact on IS Education

    Albert L. Harris & Alan Rea

    Web 2.0 and virtual world technologies are here to stay. Today, our students come to our classroom with a presence on Facebook, the latest concert as a podcast on their MP3 player, and experience... More

    pp. 137-144

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  4. Using Web Technology to Teach Students about Their Digital World

    Lynn M. Braender, Craig M. Kapp & Jeddel Yeras

    In the School of Business at The College of New Jersey, students are required to take two courses in Management Information Technology (MIT). All students enroll in the same first course. This... More

    pp. 145-153

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  5. Using Web 2.0 Technologies to Meet Quality Matters[TM] (QM) Requirements

    Lissa Pollacia & Terrie McCallister

    Quality Matters[TM] (QM) is a set of standards to measure the quality of instruction and design in online or hybrid courses. Adopted by a growing number of institutions nationwide, QM is based on... More

    pp. 155-164

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  6. Using Web 2.0 to Support the Active Learning Experience

    Jo Williams & Susan J. Chinn

    Increased attention to student engagement and active learning strategies have become particularly relevant in today's classroom environments. These approaches are also considered to be meaningful... More

    pp. 165-174

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  7. Does It Really Matter? Using Virtual Office Hours to Enhance Student-Faculty Interaction

    Lei Li & Jennifer P. Pitts

    The use of Web-based learning technologies has increased dramatically over the past decade providing new opportunities and avenues for students to interact with their professors virtually using... More

    pp. 175-185

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  8. Investigating Pedagogical Value of Wiki Technology

    Sunil Hazari, Alexa North & Deborah Moreland

    This exploratory study investigates the potential of Wiki technology as a tool for teaching and learning. Wikis are a component of Web 2.0 technology tools that provide collaborative features and... More

    pp. 187-198

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  9. Selecting a Virtual World Platform for Learning

    Russell W. Robbins & Brian S. Butler

    Like any infrastructure technology, Virtual World (VW) platforms provide affordances that facilitate some activities and hinder others. Although it is theoretically possible for a VW platform to... More

    pp. 199-210

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  10. Virtual Worlds as a Context Suited for Information Systems Education: Discussion of Pedagogical Experience and Curriculum Design with Reference to Second Life

    Carl Dreher, Torsten Reiners, Naomi Dreher & Heinz Dreher

    The context of Information Communication Technology (ICT) is changing dramatically. Today, Web 2.0 applications such as Facebook and MySpace are used ubiquitously in the general population, and... More

    pp. 211-224

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  11. Intentions to Use Virtual Worlds for Education

    Jia Shen & Lauren B. Eder

    Virtual worlds are becoming increasingly sophisticated, showing potential as an effective platform for a variety of collaborative activities, including learning. This study examines students'... More

    pp. 225-233

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  12. Extending the Classroom through Second Life

    Yuanqiong Wang & James Braman

    Second Life is a three-dimensional (3D) electronic environment where members can socialize, hold virtual meetings, or conduct economic transactions. Utilizing virtual environments like Second Life ... More

    pp. 235-247

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  13. Action Learning with Second Life--A Pilot Study

    Christian Wagner & Rachael K. F. Ip

    Virtual worlds, computer-based simulated environments in which users interact via avatars, provide an opportunity for the highly realistic enactment of real life activities online. Unlike computer ... More

    pp. 249-258

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