Journal of Information Systems Education

Journal publishing applications-oriented and research articles covering information systems education and training topics.

Articles from Vol. 20, No. 2, Summer

Action Learning with Second Life-A Pilot Study
1. INTRODUCTION An often-heard criticism of today's business schools is the high level of theoretical knowledge taught, and the possible corresponding lack of real world value (Pal, 2007). Even when students undergo a 'business game' experience,...
Does It Really Matter? Using Virtual Office Hours to Enhance Student-Faculty Interaction
1. INTRODUCTION The use of Web 2.0 technologies in higher education is transforming learning and teaching in significant ways. Recent studies, for example, have examined the use of Web logs (Williams and Jacobs, 2004), wikis (Boulos, Maramba, and...
Extending the Classroom through Second Life
1. INTRODUCTION Over the past few years, Multi-User Virtual Environments (MUVEs), which provide graphical spaces for social interaction, have attracted the interest of a number of researchers, especially for those interested in learning. Second...
Intentions to Use Virtual Worlds for Education
1. INTRODUCTION The social networking capabilities of Web 2.0 have facilitated the use of the Internet and the Web much more as a collaborative platform than it was just a few years ago. In addition to information dissemination, advertising, and...
Investigating Pedagogical Value of Wiki Technology
1. INTRODUCTION Use of Web 2.0 tools (such as Blogs, Podcasts, and Wikis) is increasing in academia. Since the earliest use of the World Wide Web for teaching and learning, one of the most powerful elements has been the ability to engage learners...
Microsoft or Google Web 2.0 Tools for Course Management
1. INTRODUCTION--THE COLLABORATION IMPERATIVE Collaboration is a major area of focus for corporate America. Cisco Systems has invested heavily in video collaboration systems within the last two years counting on Web 2.0 technologies to drive profits...
Selecting a Virtual World Platform for Learning
1. INTRODUCTION 1.1 What is a Virtual World? Virtual world platforms (VW) are software that enable users to interact with each other and with the software within a video game-like environment. This environment frequently exists 24/7 and persists...
Tweeting the Night Away: Using Twitter to Enhance Social Presence
1. INTRODUCTION Many online educators tend to design the scope, structure, and function of an online course based on the tools available within a learning management system (LMS); that is, an LMS (e.g., eCollege, Blackboard, WebCT, Moodle) can constrain...
Using Web 2.0 Technologies to Meet Quality Matters[TM] (QM) Requirements
1. QUALITY MATTERS [TM] COURSE DEVELOPMENT Quality assurance is always a concern when dealing with online delivery. Quality Matters[TM] (QM) is a set of standards designed to provide the best practices in instructional design for courses that are...
Using Web 2.0 to Support the Active Learning Experience
1. INTRODUCTION Increased attention to student engagement and active learning strategies have become particularly relevant in today's classroom environments. Researchers (Bonwell and Eison, 1991; Chernay, 2008; Graffam, 2007) across a range of disciplines...
Using Web Technology to Teach Students about Their Digital World
1. INTRODUCTION In the Spring of 2008, The College of New Jersey awarded a grant to our team to develop an interactive and collaborative learning environment for business students enrolled in our Management Information Technology (MIT) courses....
Virtual Worlds as a Context Suited for Information Systems Education: Discussion of Pedagogical Experience and Curriculum Design with Reference to Second Life
1. INTRODUCTION As the knowledge economy evolves, the increasing use of Web 2.0 and Virtual Worlds in business and the general population means that Information Systems (IS) Education must keep pace with current developments and anticipate future...
Web 2.0 and Virtual World Technologies: A Growing Impact on IS Education
1. INTRODUCTION Whether it is a social networking site like Facebook, a video stream delivered via YouTube, or collaborative discussion and document sharing via Google Apps, more people are using Web 2.0 and virtual world technologies in the classroom...