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Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
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Furenes, May Irene; Kucirkova, Natalia; Bus, Adriana G. – Review of Educational Research, 2021
This meta-analysis examines the inconsistent findings across experimental studies that compared children's learning outcomes with digital and paper books. We quantitatively reviewed 39 studies reported in 30 articles (n = 1,812 children) and compared children's story comprehension and vocabulary learning in relation to medium (reading on paper…
Descriptors: Reading Processes, Children, Reading Comprehension, Vocabulary Development
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Chen, Teresa; Hsu, Hui-Mei; Stamm, Sheila Wright; Yeh, Ronnie – E-Learning and Digital Media, 2019
The purpose of this study was to identify salient features for a critical thinking app and create an instrument to facilitate the app evaluation and selection process. Two questions guided the study: (1) What distinguishes critical thinking instructional apps from others? and (2) What design principles are essential to develop a critical thinking…
Descriptors: College Students, Student Evaluation, Evaluation Methods, Critical Thinking