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Developing an Intelligent Tool for Computer-Assisted Formulaic Language Learning from YouTube Videos
Lin, Phoebe – ReCALL, 2022
This paper presents IdiomsTube (https://www.idiomstube.com), the first-ever computer-assisted language learning tool for facilitating the learning of English idiomatic expressions from YouTube videos. The web-based tool is designed to automatically (1) assess the speech rate and lexical difficulty level of any learner-chosen English-captioned…
Descriptors: Second Language Learning, Second Language Instruction, Video Technology, Teaching Methods
Ambrose, Don – Creativity Theory and Action in Education, 2017
This chapter explores how misguided school reformers, the policymakers and citizens who believe those reformers, and the school systems and teachers obeying reform mandates often become trapped within a single worldview and think they are being creative. They might be creative to an extent but they are limiting their creativity by confining their…
Descriptors: Creativity, World Views, Teaching Methods, Educational Change
Shambaugh, Neal; Beacham, Cindy – Journal of Visual Literacy, 2017
A personal thinking language consists of verbal and visual means to transform ideas to action in social and work settings. This verbal and visual interaction of images and language is influenced by one's personal history, cultural expectations and professional practices. The article first compares a personal thinking language to other languages…
Descriptors: Guides, Design, Visual Literacy, Teaching Methods
Lacey, Simon; Stilla, Randall; Sathian, K. – Brain and Language, 2012
Conceptual metaphor theory suggests that knowledge is structured around metaphorical mappings derived from physical experience. Segregated processing of object properties in sensory cortex allows testing of the hypothesis that metaphor processing recruits activity in domain-specific sensory cortex. Using functional magnetic resonance imaging…
Descriptors: Sentences, Figurative Language, Neurology, Diagnostic Tests
Clyde, Jerremie; Wilkinson, Glenn R. – History Teacher, 2012
The gamic mode is an innovative way of authoring scholarly history that goes beyond the printed text or digital simulations by using digital game technologies to allow the reader to interact with a scholarly argument through meaningful choice and trial and error. The gamic mode makes the way in which the past is constructed as history explicit by…
Descriptors: Foreign Countries, History, Scholarship, Epistemology
Reese, Debbie Denise; Tabachnick, Barbara G. – Society for Research on Educational Effectiveness, 2010
In this paper, the authors summarize a quantitative analysis demonstrating that the CyGaMEs toolset for embedded assessment of learning within instructional games measures growth in conceptual knowledge by quantifying player behavior. CyGaMEs stands for Cyberlearning through GaME-based, Metaphor Enhanced Learning Objects. Some scientists of…
Descriptors: Statistical Analysis, Theory Practice Relationship, Educational Games, Instructional Design
Beck, Robert J. – International Journal of Education & the Arts, 2009
The purpose of "Picturing Peace", a digital photography program conducted in 4th and 5th grade classrooms in the U. S. and Northern Ireland, was to enhance students' photographic skills to create visual metaphors of the concept of peace. Two principal research questions were addressed: (a) Could 9-10 year-old students create apt and…
Descriptors: Peace, Imagination, Art Activities, Photography
Newman, Sara – Written Communication, 2009
This article contributes to recent efforts to add life and movement to rhetorical studies by focusing on the representation of movement in medical texts. More specifically, this study examines medical texts, illustrations, and photographs involving movement by Johann Casper Lavater, G. B. Duchenne de Bologne, Charles Darwin, and Etienne-Jules…
Descriptors: Medical Education, Textbook Content, Human Body, Motion
Law, Sweety – Journal of Workplace Learning, 2009
Purpose: The purpose of this research is to examine stories of and by employees as they implemented a transformative organizational change, involving outsourcing, off-shoring, and the make-over induced by technology. Design/methodology/approach: Three types of data were analyzed--organizational documents, responses to oral and written questions,…
Descriptors: Technological Advancement, Organizational Change, Adjustment (to Environment), Story Telling
Andreas, Konstantinidis; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli; Pomportsis, Andreas – Computers & Education, 2010
In this paper we examine the transferability of the Jigsaw and Fishbowl collaborative learning techniques to the Second Life platform. Our aim is to assess the applicability of Second Life for collaborative learning by developing virtual tools and metaphors and exploiting the representational richness of this novel medium. In order to enhance the…
Descriptors: Computer Mediated Communication, Teaching Methods, Cooperative Learning, Figurative Language