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Raffaele Di Fuccio; Joanna Kic-Drgas; Joanna Wozniak – Smart Learning Environments, 2024
This paper addresses the limited exploration of the impact of virtual and augmented reality on the learning process, particularly within the context of foreign language learning among young learners. Motivated by this research gap, the EULALIA, conducted from 2019 to 2023 (2019-1-IT02-KA203-063228), sought to evaluate the efficacy of integrating…
Descriptors: Computer Simulation, Computer Oriented Programs, Second Language Learning, Cultural Awareness
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Li Xiangming; Xuening Li; Jingshun Zhang – Interactive Learning Environments, 2024
In this paper, we report a 12-week longitudinal study aiming at exploring the students' reading outcome and cognitive load with individual-based print, mobile app of Rain Classroom and collaboration-based social media of WeChat. Administered to 186 postgraduate students in a research university were the weekly reading materials and comprehension…
Descriptors: Outcomes of Education, Reading, Cognitive Processes, Difficulty Level
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Unahalekhaka, Apittha; Bers, Marina Umaschi – Educational Technology Research and Development, 2021
With a growing number of ScratchJr usage, over 19 million users worldwide, we examined the use in the United States of the free ScratchJr programming language, explicitly designed for young children ages 5-7, to learn how to code. Our objective was to explore children's usage of the ScratchJr tablet app at home and school settings. We analyzed…
Descriptors: Coding, Programming, Educational Technology, Technology Uses in Education
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Armstrong, Addie – PRIMUS, 2021
Playing board games is known to improve pre-school student numeracy and many board games are used to motivate and explore concepts in probability. This study investigates whether college students in liberal arts mathematics courses assigned to play the board game "Settlers of Catan" develop a stronger grasp of basic probability concepts…
Descriptors: Mathematics Instruction, College Mathematics, Liberal Arts, Games
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Dennis, Lindsay R.; Whalon, Kelly J. – Remedial and Special Education, 2021
A repeated acquisition (RA) design was used to compare the effectiveness of research-based instruction embedded in repeated storybook reading facilitated by an adult or tablet application (app) on the vocabulary knowledge of six preschool children. All participants selected scored below the 40th percentile on the "Preschool Language…
Descriptors: At Risk Students, Preschool Education, Preschool Children, Program Effectiveness