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Kim, Heyoung; Yang, Hyejin; Shin, Dongkwang; Lee, Jang Ho – Language Learning & Technology, 2022
The purpose of this article is to set out the design principles and architecture of a second language (L2) learning voice chatbot. Building on L2 acquisition theories and chatbot research, in this article, we report on a South Korean government-funded longitudinal project in which we designed and developed a chatbot called "Ellie".…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software
Benotti, Luciana; Martinez, Maria Cecilia; Schapachnik, Fernando – IEEE Transactions on Learning Technologies, 2018
In this paper we present a software platform called Chatbot designed to introduce high school students to Computer Science (CS) concepts in an innovative way: by programming chatbots. A chatbot is a bot that can be programmed to have a conversation with a human or robotic partner in some natural language such as English or Spanish. While…
Descriptors: Formative Evaluation, Introductory Courses, Computer Science, High School Students
Asaro-Saddler, Kristie; Knox, Haley Muir; Meredith, Holly; Akhmedjanova, Diana – Insights into Learning Disabilities, 2015
Writing is an important content area that pervades all subject areas and is required for post-school success, yet many students with autism spectrum disorders (ASD) often struggle in written expression. In this article we discuss the characteristics of students with ASD that make writing difficult, and the strengths, such as the use of technology,…
Descriptors: Autism, Pervasive Developmental Disorders, Writing Difficulties, Assistive Technology
Mathews, James M. – English Teaching: Practice and Critique, 2010
The article presents a brief overview of the Neighbourhood Game Design Project, a studio-based curriculum intervention aimed at engaging students in the design of place-based mobile games and interactive stories using geo-locative technologies (for example, GPS enabled cell phones). It describes the three curricular components that defined the…
Descriptors: Curriculum Development, Teaching Methods, Design, Curriculum Implementation
Williamson, Kirsty; McGregor, Joy – Information Research: An International Electronic Journal, 2006
Introduction: The paper describes an interim model for understanding the influences on information use in relation to plagiarism, with a focus on secondary school students. Available literature mostly focuses on the tertiary level and on quantifying the extent of plagiarism, with limited availability of theory or empirical research focussing on…
Descriptors: Plagiarism, Secondary School Students, Models, Grade 10