NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Rohmah, Farida Noor – Journal of English Teaching, 2019
This research aimed at developing computer-based instructional media using Adobe Flash for the tenth graders' English speaking skill material. The study employed research and development method. The results showed (1) the product is a computer-based instructional media in a combined format of tutorial and drilling facilitating semi-interactive…
Descriptors: Computer Assisted Instruction, Teaching Methods, Learning Activities, Speech Communication
Peer reviewed Peer reviewed
Direct linkDirect link
Thibaut, Patricia; Carvalho, Lucila – E-Learning and Digital Media, 2021
Young people are increasingly connected in a digital and globalized world, but technology-mediated interactions alone do not necessarily lead to a culture of meaningful participation and meaning making processes. Students from disadvantaged contexts are especially vulnerable to this. Drawing on the "Activity-Centred Analysis and Design"…
Descriptors: Disadvantaged Schools, Cultural Capital, Case Studies, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Genç, Zülfü; Aydemir, Emrah – Interactive Technology and Smart Education, 2015
Purpose: The purpose of this study is to determine whether the use of online puzzles in the instructional process has an effect on student achievement and learning retention. This study examined students ' perception and experiences on use of puzzle as an alternative evaluation tool. To achieve this aim, the following hypotheses were tested: using…
Descriptors: Foreign Countries, Academic Achievement, Retention (Psychology), Puzzles
Peer reviewed Peer reviewed
Direct linkDirect link
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities