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Abdallah, Mahmoud M. S. – Online Submission, 2015
Currently, there is a shift in language learning from the "acquisition" metaphor to the "participation" metaphor. This involves viewing learners as active constructors of knowledge who can collaborate together to create meaningful language learning situations and contextualised practices. Thus, this worksheet aims at exploring…
Descriptors: Second Language Learning, Figurative Language, Second Language Instruction, Communities of Practice
Kwon, Oh-Woog; Lee, Kiyoung; Kim, Young-Kil; Lee, Yunkeun – Research-publishing.net, 2015
This paper introduces a Dialog-Based Computer-Assisted second-Language Learning (DB-CALL) system using semantic and grammar correctness evaluations and the results of its experiment. While the system dialogues with English learners about a given topic, it automatically evaluates the grammar and content properness of their English utterances, then…
Descriptors: Computer Assisted Instruction, Semantics, Grammar, Teaching Methods
Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
Mariais, Christelle; Michau, Florence; Pernin, Jean-Philippe – Simulation & Gaming, 2012
To strengthen the motivation of learners, the professional training sector is focusing more and more on game-based learning. In this context, the authors have become interested in the design of Learning Role-Play Game (LRPG) scenarios. The aim of this article is to improve the designers' confidence in the validity of the game-based learning…
Descriptors: Professional Training, Educational Technology, Methods, Models
Bedek, Michael; Seitlinger, Paul; Kopeinik, Simone; Albert, Dietrich – Electronic Journal of e-Learning, 2012
Digital educational games (DEGs) possess the potential of providing an appealing and intrinsically motivating learning context. Usually this potential is either taken for granted or examined through questionnaires or interviews in the course of evaluation studies. However, an "adaptive" game would increase the probability of a DEG being…
Descriptors: Foreign Countries, Educational Games, Computer Games, Computer Simulation
Loke, Swee-Kin; Blyth, Phil; Swan, Judith – Australasian Journal of Educational Technology, 2012
While the potentials of virtual worlds to support experiential learning in medical education are well documented, assessment of student learning within these environments is relatively scarce and often incongruent. In this article, a conceptual framework is proposed for formatively assessing dispositional behaviours in scenario-based learning…
Descriptors: Foreign Countries, Computer Assisted Instruction, Experiential Learning, Medical Education
Klopfer, Eric; Sheldon, Josh – New Directions for Youth Development, 2010
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
Descriptors: Computer Simulation, Games, Computer Software, Role Playing
Leahy, C. – Computer Assisted Language Learning, 2008
This paper briefly discusses different research approaches in CALL and makes a case for applying grounded theory (GT) to data gathered from an electronic role-play conducted in L2. The article shows that this method can help gain a better understanding of what learners do when engaged in the task. Through the process of open coding, four…
Descriptors: Grounded Theory, Research Methodology, Computer Assisted Instruction, Second Language Instruction
Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio – Marketing Education Review, 2011
This paper explores the use of simulations in virtual reality to teach students the fundamental processes behind retailing and product development. The project described involved one class of students who developed their own clothing lines of "virtual merchandise." A second class of students then "purchased" the wholesale…
Descriptors: Retailing, Clothing, Cooperative Learning, Student Projects
Butler, Des – Australasian Journal of Educational Technology, 2012
A traditional approach centred on weekly lectures, perhaps supported by tutorials, still predominates in modern legal education in Australia. This approach tends to focus on the transmission of knowledge about legal rules and doctrine to students, who adopt a largely passive role. Criticisms of the traditional approach have led to law schools…
Descriptors: Foreign Countries, Multimedia Materials, Legal Education (Professions), Law Schools
Jones, Leigh A. – Composition Studies, 2010
This article points composition scholars toward two bodies of theory that are gaining attention in our discipline, performance studies and multimodal discourse theory. Each raises important questions about the ways we teach writing, the kinds of composition processes we value, and the means by which students construct authority in the university.…
Descriptors: Research Papers (Students), Writing Processes, Program Effectiveness, Writing Instruction
Imholz, Susan – Thinking Skills and Creativity, 2008
Clinical research in expressive therapies, psychodrama in particular, offer education researchers and software designers descriptive analyses and evidence-based impact studies on attitudinal shifts and enhanced problem solving abilities for patients and students who participate in psychodrama role-play. Gaming environments and virtual worlds that…
Descriptors: Informal Education, Computer Assisted Instruction, Change Agents, Patients
Lehman, Carol M.; DuFrene, Debbie D.; Lehman, Mark W. – Business Communication Quarterly, 2010
The millennial generation embraces new technologies as a natural way of accessing and exchanging information, staying connected, and having fun. YouTube, a video-sharing site that allows users to upload, view, and share video clips, is among the latest "cool" technologies for enjoying quick laughs, employing a wide variety of corporate activities,…
Descriptors: Class Activities, Critical Thinking, Ethics, Video Technology
Rimmington, Glyn M.; Alagic, Mara – International Journal of Learning and Change, 2009
Learning organisations face new challenges in the 21st century. Increased flow of trade in commodities, manufactured goods and information as well as mobility of people have led to increased global interdependence, interconnectedness and cultural diversity. People and teams within learning organisations have become globally distributed with the…
Descriptors: Intercultural Communication, Communication Strategies, Perspective Taking, Cultural Pluralism
Robbins, Russell W.; Butler, Brian S. – Journal of Information Systems Education, 2009
Like any infrastructure technology, Virtual World (VW) platforms provide affordances that facilitate some activities and hinder others. Although it is theoretically possible for a VW platform to support all types of activities, designers make choices that lead technologies to be more or less suited for different learning objectives. Virtual World…
Descriptors: Computer Assisted Instruction, Barriers, Educational Objectives, Teaching Methods