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Sanchez, Eric; Young, Shawn; Jouneau-Sion, Caroline – Education and Information Technologies, 2017
In this article, we discuss the concept of gamification, based on a literature review and preliminary feedback from teachers using "Classcraft," a role-playing game supported by a digital platform and a mobile application that were developed to answer high school teachers' classroom management needs. Our results come from two experiments…
Descriptors: Classroom Techniques, Computer Oriented Programs, Role Playing, Secondary School Teachers
Organisation for Economic Cooperation and Development, Paris (France). – 1982
This report focuses on the consumer information potential of computerized telecommunication systems, their possible advantages and drawbacks for the consumer, and the new policy issues created by the new medium, i.e., the possible economic, social, and legal implications for consumers. Topics addressed include the main features of the new…
Descriptors: Computer Oriented Programs, Computers, Consumer Economics, Economic Factors
Mackey, William F.; And Others – 1971
The first of a two-volume study of the relative accessibility of French vocabulary in French-speaking Canada presents statistical data concerning the frequency, distribution, valence, and accessibility of vocabulary related to 16 fundamental centers of interest found in normal conversation. The scope, procedures, and results of the study are…
Descriptors: Computer Oriented Programs, Cross Cultural Studies, Cultural Background, Cultural Differences