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Lee, Juhee – Education and Information Technologies, 2022
Grounded in game-based learning and problem-based learning, this study compared the effects of an augmented reality (AR) mobile game and a printed game on student engagement and attitudes toward foreign language learning. For this purpose, a narrative-driven, location-based AR mobile game was developed based on the analysis, design, development,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Undergraduate Students
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Dillon, Thomas; Wells, Donald – English Teaching, 2021
This study utilized Automated Speech Recognition technology to determine the potential utility and acceptance of such technology in the English as a Foreign Language classroom. Learners were made aware of the Automatic Speech Recognition potential of their mobile devices and provided with some direction in, and incentive for, its use. Participants…
Descriptors: Pronunciation Instruction, Audio Equipment, Second Language Learning, Second Language Instruction
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Cho, Jaehee; Lee, H. Erin; Quinlan, Margaret – Journal of American College Health, 2017
Objective: Based on the technology acceptance model (TAM), we explored the nationally-bounded roles of four predictors (subjective norms, entertainment, recordability, and networkability) in determining the TAM variables of perceived usefulness (PU), perceived ease of use (PEOU), and behavioral intention (BI) to use diet/fitness apps on…
Descriptors: Cross Cultural Studies, Telecommunications, Handheld Devices, College Students