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Marcela Pessoa; Marcia Lima; Fernanda Pires; Gabriel Haydar; Rafaela Melo; Luiz Rodrigues; David Oliveira; Elaine Oliveira; Leandro Galvao; Bruno Gadelha; Seiji Isotani; Isabela Gasparini; Tayana Conte – IEEE Transactions on Learning Technologies, 2024
Game designers and researchers have sought to create gameful environments that consider user preferences to increase engagement and motivation. In this sense, it is essential to identify the most suitable game elements for users' profiles. Designers and researchers must choose strategies to classify users into predefined profiles and select the…
Descriptors: Educational Environment, Game Based Learning, Classification, Learner Engagement
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Sabrina Oppl; Nicole Kronberger; Christian Stary; Stefan Oppl – Technology, Knowledge and Learning, 2024
The rapid development of digital technology and its pervasiveness in everyday life requires everybody to develop the skills necessary to engage with such technology for one's mundane tasks and communication needs. The first steps towards developing these skills can be particularly challenging for older adults, who might need to fundamentally adapt…
Descriptors: Older Adults, Learning Motivation, Facilitators (Individuals), Information Technology
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FORUM: for promoting 3-19 comprehensive education, 2024
In considering how to bring joy back to education and the curriculum in England, I argue that it is also necessary to bring the joy of teaching back to classroom practitioners. A fundamental contribution to this may be leadership typologies employed by schools' senior leadership. As an experienced secondary English teacher, over the last 20 years…
Descriptors: Classification, Instructional Leadership, Leadership Styles, English Literature
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Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
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Min-Chi Chiu; Gwo-Jen Hwang; Lu-Ho Hsia; Fong-Ming Shyu – Interactive Learning Environments, 2024
In a conventional art course, it is important for a teacher to provide feedback and guidance to individual students based on their learning status. However, it is challenging for teachers to provide immediate feedback to students without any aid. The advancement of artificial intelligence (AI) has provided a possible solution to cope with this…
Descriptors: Art Education, Artificial Intelligence, Teaching Methods, Comparative Analysis
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Ching-Hsuan Wu; Sergio Robles-Puente; Amy S. Thompson – Studies in Second Language Learning and Teaching, 2024
The impetus of this study is to investigate students' attitudes towards online language learning based on their previous academic experiences and year of study, including the decision to major or minor (i.e., motivation). A total of 975 students completed a survey questionnaire consisting of background information, Likert scale items, and…
Descriptors: Online Courses, Second Language Learning, Second Language Instruction, Language Teachers
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Pinar Kahveci; Zekiye Müge Tavil – Shanlax International Journal of Education, 2024
Language learning strategies may have a key role in foreign language learning because they may foster learner autonomy and motivation. Keeping the learner-centred nature of language learning strategies in mind, this study set out to understand the impact of overt listening and reading strategy instruction on learners' listening and reading…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Learning Strategies