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Adam Dabrowski; Ayako Yokogawa – Vocabulary Learning and Instruction, 2025
Flow is described as a state in which people become so involved or engrossed in an activity that nothing else seems to matter (Csikszentmihalyi, 2009). This state of consciousness seems to occur when a person is involved in a task and seemingly unable to stop. Flow states are marked by (a) a perceived balance of skills and challenge, (b)…
Descriptors: Computer Simulation, Game Based Learning, Vocabulary, Attention
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Medula, Cesar Turqueza – World Journal on Educational Technology: Current Issues, 2017
The delivery of teacher education courses often for the most part deal with the visible parts of knowledge, the "know-what", which is often disconnected from the tacit knowledge, the "know-how", required in authentic teaching environments. It could be argued that would-be teachers do undergo practice teaching as part of their…
Descriptors: Foreign Countries, Preservice Teachers, Preservice Teacher Education, Computer Simulation
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Johnson, Mark William; Sherlock, David – Interactive Learning Environments, 2014
The Personal Learning Environment (PLE) has been presented in a number of guises over a period of 10 years as an intervention which seeks the reorganisation of educational technology through shifting the "locus of control" of technology towards the learner. In the intervening period to the present, a number of initiatives have attempted…
Descriptors: Educational Environment, Intervention, Educational Technology, Locus of Control
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Tyler, Doris Kennedy; Vasu, Ellen Storey – Journal of Research on Computing in Education, 1995
Examines the effects of using LOGO, or problem-solving- oriented simulation software on locus of control, self-esteem, and achievement motivation for fifth-grade students. The importance of these variables in predicting LOGO mastery and far-transfer problem-solving ability was also examined. (Author)
Descriptors: Academic Achievement, Computer Simulation, Elementary Education, Grade 5