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Susana A. Eisenchlas; Kelly Shoecraft – Student Success, 2024
This practice report describes a 12-week stand-alone course designed to address the challenges university students face in foreign language classes. Adopting principles of transformative language learning, course content, activities and resources were designed and implemented to dispel myths and preconceptions regarding language instruction,…
Descriptors: Transformative Learning, Social Emotional Learning, Second Language Learning, Second Language Instruction
Yassin, Baderaddin; Abugohar, Mohammed Abdulgalil – Teaching English with Technology, 2022
The lack of opportunities to practice the English language outside the English as a Foreign Language (EFL) classroom can prevent English language learners (ELLs) from promoting their language proficiency to high standards. This lack makes the progress from one level of English to the next one a hard mission for Arab students. Subsequently,…
Descriptors: Gamification, Computer Assisted Instruction, Handheld Devices, Second Language Learning
Cárdenas-Claros, Mónica Stella – Computer Assisted Language Learning, 2022
This paper reports the results of three independent qualitative case studies that examined interactions with feedback as L2 listeners worked in self-regulated environments. Data on high-intermediate learners of English were collected from case studies conducted in Australia, Colombia and Chile. Results show that L2 listeners across case studies…
Descriptors: Computer Assisted Instruction, Teaching Methods, English (Second Language), Second Language Learning
Civelek, Mustafa; Karatepe, Çigdem – Advances in Language and Literary Studies, 2021
Although the use of technology for pragmatics instruction has attracted significant attention from scholars, the number of studies regarding the impact of self-access materials to this end is limited. Nearpod is a useful cloud-based application to support self-paced learning. This paper aims to probe the effect of learning through Nearpod on EFL…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, English (Second Language)
Mohamad, Maslawati; Hussin, Harieza; Shaharuddin, Shahizan – Turkish Online Journal of Educational Technology - TOJET, 2015
With the advent of the computer and the Internet, many higher institutions in Malaysia have begun to integrate conventional teaching with these two technologies. This approach in learning which is also called "blended learning" offers significant benefits, namely time and location shifting. However, the principles applied to activities…
Descriptors: Foreign Countries, Blended Learning, Adult Learning, Adult Students
Carver, Lin; Todd, Carol – Higher Learning Research Communications, 2013
Examination of student comments and end of course surveys from previous courses revealed two content design themes: request for additional graphics and visuals to support content and improved quality and opportunities to master content. Researchers wanted to investigate if incorporating SoftChalk, an e-authoring tool, would effectively address…
Descriptors: Student Attitudes, Mixed Methods Research, Likert Scales, Learner Engagement
Whitton, Nicola – Simulation & Gaming, 2011
One of the benefits of computer game-based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games…
Descriptors: Foreign Countries, Computers, Games, Computer Assisted Instruction
Lin, Peng-Chun; Hou, Huei-Tse; Wang, Shu-Ming; Chang, Kuo-En – Computers & Education, 2013
In recent years, social networking services (SNSs), for example, Facebook, have shown exponential growth in their number of users. Witnessing the popularity of these SNSs, educational researchers have also explored the potential educational value of using SNSs. Despite the few studies that have investigated learners' attitudes toward and the…
Descriptors: Foreign Countries, Student Projects, Active Learning, Student Behavior
Keskitalo, Tuulikki – Australasian Journal of Educational Technology, 2012
Expectations for simulations in healthcare education are high; however, little is known about healthcare students' expectations of the learning process in virtual reality (VR) and simulation-based learning environments (SBLEs). This research aims to describe first-year healthcare students' (N=97) expectations regarding teaching, studying, and…
Descriptors: Foreign Countries, Adult Learning, Adult Students, Expectation
Gr ver Aukrust, Vibeke, Ed. – Elsevier, 2011
This collection of 58 articles from the recently-published third edition of the International Encyclopedia of Education focuses on learning, memory, attention, problem solving, concept formation, and language. Learning and cognition is the foundation of cognitive psychology and encompasses many topics including attention, memory, categorization,…
Descriptors: Memory, Concept Formation, Cognitive Psychology, Problem Solving
Spear Ellinwood, Karen Courtenay – ProQuest LLC, 2011
This study explores the web-navigation practices of adult learners in higher education and re-conceptualizes the concept of the organizing circumstance of self-managed learning, originated by Spear and Mocker (1984). The theoretical framework draws on funds of knowledge theory from a cultural historical perspective and elaborates a Vygotskian…
Descriptors: Adult Learning, Adult Students, Learning Experience, Internet
King, Kathleen P., Ed.; Cox, Thomas D., Ed. – IAP - Information Age Publishing, Inc., 2010
This book is provided as a guide, encouragement and handbook for faculty to introduce digital media in language they can understand and provide strategies and activities they can quickly assimilate into their teaching. The authors are excited that more people will be able to benefit from the powerful help and guidance contained in this book. This…
Descriptors: Video Technology, Paleontology, Adult Learning, Educational Technology
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Coleman, James A.; Furnborough, Concha – System: An International Journal of Educational Technology and Applied Linguistics, 2010
Much Second Language Acquisition research focuses on young learners in the conventional classroom. Instructed adult learners, and in particular those who are learning at a distance, have attracted less attention. This group is substantial and growing: the Open University, the largest higher education language provider in the UK, alone recruits…
Descriptors: Open Universities, Distance Education, Academic Achievement, Adult Learning
Dearnley, Christine; Taylor, Jill; Hennessy, Scott; Parks, Maria; Coates, Catherine; Haigh, Jackie; Fairhall, John; Riley, Kevin; Dransfield, Mark – International Journal on E-Learning, 2009
This article presents the outcomes of the Mobile Technologies Pilot Project for the Assessment and Learning in Practice Settings (ALPS) Centre for Excellence in Teaching and Learning (CETL). ALPS is a partnership of five Higher Education Institutions (HEI) that aims to develop and improve assessment, and thereby learning, in practice settings for…
Descriptors: Educational Assessment, Partnerships in Education, Higher Education, Pilot Projects
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