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Matthieu Branthôme – ACM Transactions on Computing Education, 2024
This article reports on a design-based research study centered on the conception and the assessment of the "Pyrates" application. This online serious game aims at introducing Python programming to K-12 students while easing the transition from block-based to text-based languages. After we present the various aspects underlying the…
Descriptors: Educational Games, Programming, Elementary Secondary Education, Programming Languages
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Guillaume Decormeille; Thomas Geeraerts; Médéric Descoins; Nathalie Huet – Applied Cognitive Psychology, 2025
Screen-based simulation (SBS) can complement traditional nursing courses. We compared the effect of innovative virtual environments not widespread in French nursing schools on self-efficacy, quiz performance, and self-regulated learning behaviors. This quasi-experimental study involved 1183 student nurses. Participants were divided into an…
Descriptors: Foreign Countries, Nursing Education, Nursing Students, Computer Simulation
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Kay Oddone – International Review of Research in Open and Distributed Learning, 2023
This paper explores the experiences of university educators who use personal learning networks (PLNs) to enhance professional knowledge. With growing expectations to design and deliver effective online learning experiences, the PLN may offer flexible and supportive professional learning opportunities that build digital pedagogical capabilities.…
Descriptors: Social Networks, College Faculty, Faculty Development, COVID-19
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Lassault, Julie; Sprenger-Charolles, Liliane; Albrand, Jean-Patrice; Alavoine, Edouard; Richardson, Ulla; Lyytinen, Heikki; Ziegler, Johannes C. – Scientific Studies of Reading, 2022
Purpose: This study was designed to assess the efficiency of a French version of "GraphoGame" (GG) against an equally engaging math intervention ("Fiete Math," FM) in a large school sample of children from socioeconomically disadvantaged neighborhoods in grade 1 (N = 921). Method: The intervention was implemented in two…
Descriptors: French, Educational Games, Low Income Students, Grade 1
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Nathalie Auger; Jérémi Sauvage; Emmanuelle Le Pichon-Vorstman; Carole Fleuret; Leanne Adegbonmire; Laurine Dalle – Language, Culture and Curriculum, 2024
For many years, French and Canadian schools have welcomed students from around the world. This article presents the Binogi/ESCAPE project, which supports the integration of a multilingual digital resource in the classroom that presents STEM content through a multilingual lens with associated animated videos and quizzes. The study aims to encourage…
Descriptors: Technology Uses in Education, Teaching Methods, Teacher Attitudes, Cross Cultural Studies
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Whyte, Shona; Edmonds, Amanda; Palasis, Katerina; Gerbier, Emilie – Research-publishing.net, 2022
Language researchers and teachers have long been interested in the timing of learning, and the distributed practice effect, whereby greater inter-session intervals result in longer retention, is well-known (Kim & Webb, 2022). Many L2 studies have focused on the intentional learning of lexis (Edmonds, Gerbier, Palasis, & Whyte, 2021),…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Learning Processes
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Madden, Oneil; Nelson, Trishana; Barnett-Passard, Rona – Research-publishing.net, 2021
Telecollaboration allows for students to develop foreign/second language competences linguistically, culturally, and interculturally. The use of platforms, such as WhatsApp and Zoom, is now more frequently exploited in foreign language education to ensure that a wider cross section of students, including Jamaicans, can develop global competences.…
Descriptors: Intercultural Communication, Cultural Awareness, Learning Processes, Second Language Learning
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Yassine-Diab, Nadia; Hartwell, Laura M.; Dejean, Sébastien – Research-publishing.net, 2021
Computer assisted vocabulary learning, i.e. specialized terminology acquisition, is a major tool to learning Languages for Specific Purposes (LSP) necessary to students' professionalization. One current area of research is digital game-based language learning because of its motivating qualities. This paper discusses electronics students'…
Descriptors: Game Based Learning, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
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Jaya Kannan; Sara J. Brenneis; Sanam Nader-Esfahani – CALICO Journal, 2021
The use of digital exhibitions in two advanced language and culture courses within a liberal arts curriculum provides an innovative pedagogical approach to promoting language learning and critical analysis. This article proposes a pedagogy to incorporate Maker-Centered Learning (MCL), the framework that emerged from a Harvard Graduate School of…
Descriptors: Second Language Learning, Second Language Instruction, Cultural Awareness, French
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Zoghlami, Naouel, Ed.; Brudermann, Cédric, Ed.; Sarré, Cedric, Ed.; Grosbois, Muriel, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2021
The 2021 EUROCALL conference engaged just under 250 speakers from 40 different countries. Cnam Paris and Sorbonne Université joined forces to host and organise the event despite the challenging context due to the COVID-19 pandemic. Originally programmed to be held on site in the heart of Paris, France, the EUROCALL organising team and executive…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Conferences (Gatherings)