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Christopher Dignam; Candace M. Smith; Amy L. Kelly – Journal of Education in Science, Environment and Health, 2025
The evolution of artificial intelligence (AI) and robotics in education has transitioned from automation toward emotionally responsive learning systems through artificial emotional intelligence (AEI). While AI-driven robotics has enhanced instructional automation, AEI introduces an affective dimension by recognizing and responding to human…
Descriptors: Robotics, Artificial Intelligence, Teaching Methods, Computer Software
Panagiotis Panagiotidis – European Journal of Education (EJED), 2024
Efforts to utilize AI in education, and especially in language education, have their roots in the 60s with the appearance of the first rule-based systems. However, recent advances in Artificial Intelligence (AI) and more specifically the introduction of ChatGPT, have given a new perspective to language learning. The integration of AI, natural…
Descriptors: Artificial Intelligence, Computer Software, Computational Linguistics, Second Language Learning
Caruso, Celestine; Hofmann, Judith; Rohde, Andreas – Canadian Journal of Applied Linguistics / Revue canadienne de linguistique appliquée, 2021
We suggest that complex tasks can be introduced to learners as early as primary school level with the help of digital media in the form of different apps. As a theoretical basis, we will first outline the principles of teaching English in (German) primary schools. Secondly, we will look at the framework of Task-Based Language Teaching (TBLT)…
Descriptors: Teaching Methods, Second Language Learning, Second Language Instruction, English (Second Language)
Moorhouse, Benjamin Luke; Kohnke, Lucas – RELC Journal: A Journal of Language Teaching and Research, 2020
The affordances and pedagogical benefits of technology in the English for Specific Purposes (ESP) and English for Academic Purposes (EAP) classrooms are widely acknowledged. One potential use of technology is in eliciting and managing students' responses, which is an area where EAP/ESP teachers often report difficulties. Traditionally, teachers…
Descriptors: English for Special Purposes, English for Academic Purposes, Educational Benefits, Second Language Instruction
Thekes, Istvan – International Journal of Technology in Education, 2021
Examining the relationship between technology and the success of language acquisition and the integration of technology into language instruction has been around of a long time by now. The development of technology can essentially change how languages are taught. Nevertheless, it is only in the last few years that the road has opened up for new…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
Godwin-Jones, Robert – Language Learning & Technology, 2018
This article provides an update to the author's overview of developments in second language (L2) online writing that he wrote in 2008. There has been renewed interest in L2 writing through the wide use of social media, along with the rising popularity of computer-mediated communication (CMC) and telecollaboration (class-based online exchanges).…
Descriptors: Second Language Learning, Computer Mediated Communication, Second Language Instruction, Writing Instruction
Law, Kris M. Y.; Lee, Victor C. S.; Yu, Y. T. – Computers & Education, 2010
Computer programming skills constitute one of the core competencies that graduates from many disciplines, such as engineering and computer science, are expected to possess. Developing good programming skills typically requires students to do a lot of practice, which cannot sustain unless they are adequately motivated. This paper reports a…
Descriptors: Electronic Learning, Undergraduate Students, Self Efficacy, Learning Motivation
Ang, Chee Siang; Rao, G. S. V. Radha Krishna – International Journal on E-Learning, 2008
The purpose of this study is to evaluate computer game theories for educational software. We propose a framework for designing engaging educational games based on contemporary game studies which includes ludology and narratology. Ludology focuses on the study of computer games as play and game activities, while narratology revolves around the…
Descriptors: Play, Educational Games, Learning Motivation, Computer Software
Fritz, John – Internet and Higher Education, 2011
Similar to other institutions, the University of Maryland, Baltimore County (UMBC) has determined that a relationship may exist between student performance as defined by grades, and activity in the campus' online course management system (CMS). Specifically, since Fall 2007, UMBC's "Most Active Blackboard Courses" reports show students…
Descriptors: Online Courses, Academic Achievement, Data Collection, Academic Support Services
Leger, Pierre-Majorique; Charland, Patrick; Feldstein, Harvey D.; Robert, Jacques; Babin, Gilbert; Lyle, Derick – Journal of Information Technology Education, 2011
Enterprise Resource Planning (ERP) systems are commercial software packages that enable the integration of transactions-oriented data and business processes throughout an organization. Most of the world's largest organizations have already adopted an ERP system, and many mid-size organizations are turning to them as well. The implementation of an…
Descriptors: Program Effectiveness, Educational Technology, Simulation, Industry
Biggs, Marie C.; Homan, Susan P.; Dedrick, Robert; Minick, Vanessa; Rasinski, Timothy – Reading Psychology, 2008
Software that teaches users to sing in tune and in rhythm while providing real-time pitch tracking was used in a study of struggling middle school readers. The software, Carry-a-Tune (CAT) was originally developed to improve singing; however, since it involves a repeated reading format, we used it to determine its effect on comprehension and…
Descriptors: Matched Groups, Reading Comprehension, Singing, Reading Instruction
Tarng, Wermhuar; Change, Mei-Yu; Ou, Kuo-Liang; Chang, Ya-Wen; Liou, Hsin-Hun – Journal of Educational Technology Systems, 2009
The objective of this article is to investigate the computer animation and virtual reality technologies for developing a virtual marine museum. The museum consists of three exhibition areas. The first area displays fishes in freshwater, including creeks, rivers, and dams in Taiwan. The second area exhibits marine ecology and creatures of different…
Descriptors: Animation, Animals, Learning Motivation, Museums
Irwin, Claire C. – 1989
Recent studies indicate that the principal is key in planning for change and that innovations can succeed when the principal as change facilitator shares responsibility with others--assistant principals, teachers, and parents. This paper discusses two areas: (1) student learning enhanced through cultivation of critical thinking skills; and (2)…
Descriptors: Administrator Effectiveness, Change Agents, Computer Software, Critical Thinking
Polisca, Elena – CALICO Journal, 2006
This study describes the use and assesses the benefits of a virtual learning environment (VLE)-enhanced independent language learning program (ILLP), based on the "WebCT" platform, for three groups of first- and second-year Italian students. It considers the positive outcomes of the program for the students' learning abilities. These outcomes…
Descriptors: Learning Motivation, Educational Environment, English (Second Language), Technology Uses in Education
Chen, Gwo-Dong; Shen, Gee-Yu; Ou, Kuo-Liang; Liu, Baw-Jhiune – 1998
This paper discusses the use of WebQuest, a World Wide Web-based multi-user game, in promoting learning motivation and navigation skills in K-9 students. WebQuest demonstrates ways to integrate games, Internet communication facilities, Web-based courseware, and database techniques together in order to assist learning. The following guidelines for…
Descriptors: Academic Achievement, Comparative Analysis, Computer Assisted Instruction, Computer Games