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Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
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Vázquez-Cano, Esteban – Educational Sciences: Theory and Practice, 2014
In this paper, the results of researcher' ongoing activities regarding the use of smartphones and a specific subject-app used at the Spanish National University of Distance Education (UNED) have been reported. The purpose of this trial is to assess the app's didactic use and potential to enhance student learning in university subjects in…
Descriptors: Telecommunications, Computer Oriented Programs, Handheld Devices, College Students
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Van De Bogart, Willard; Wichadee, Saovapa – International Review of Research in Open and Distributed Learning, 2015
The LINE application is often conceived as purely social space; however, the authors of this paper wanted to determine if it could be used for academic purposes. In this study, we examined how undergraduate students accepted LINE in terms of using it for classroom-related activities (e.g., submit homework, follow up course information queries,…
Descriptors: Undergraduate Students, Educational Technology, Teaching Methods, Intention
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Nelson, Klara; Courier, Marcy; Joseph, Gilbert W. – Journal of Information Systems Education, 2011
This paper describes the results of a survey of teaching faculty at a medium-sized university in the southeastern United States to determine core curriculum items that should be taught to ensure that graduates have the capabilities and skills to fully participate in the digital society. There was considerable agreement between the colleges…
Descriptors: Higher Education, Computer Literacy, Core Curriculum, Needs Assessment