NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Gutica, Mirela; Petrina, Stephen – International Journal of Game-Based Learning, 2021
Evaluating the subjective playing experience and engagement in learning is important in the design of advanced learning technologies (ALTs) that respond to the learners' cognitive and emotional states. This article addresses students' attitudes toward an educational game, Heroes of Math Island, and their responses to the emotional agent, an…
Descriptors: Educational Games, Mathematics Instruction, Student Attitudes, Grade 6
Martin, Melissa Lynn – ProQuest LLC, 2022
Latinx students with limited or interrupted formal education (SLIFE; ages 18-20), not enrolled in school, often do not fully employ mobile-assisted language learning (MALL) strategies to acquire English and may experience barriers to using MALL strategies. The purpose of this study was to explore what MALL strategies Latinx SLIFE (ages 18-20), not…
Descriptors: Telecommunications, Handheld Devices, English (Second Language), Second Language Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Lee, Sangmin-Michelle; Park, Moonyoung – Computer Assisted Language Learning, 2020
In many English as a foreign language (EFL) contexts, learning is often limited to decontextualized classroom learning, and students suffer from lack of interaction and authentic opportunities for language learning. One of the recent emerging technologies, context-aware augmented reality (AR) technology can mitigate this problem for EFL…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Software
Peer reviewed Peer reviewed
Direct linkDirect link
Cleveland-Innes, Martha; Ally, Mohamed – Canadian Journal of University Continuing Education, 2004
Research employing an experimental design pilot-tested two delivery platforms, WebCT™ and vClass™, for the generation of affective learning outcomes in the workplace. Using a sample of volunteer participants in the help-desk industry, participants were randomly assigned to one of the two types of delivery software. Thirty-eight subjects…
Descriptors: Affective Behavior, Workplace Learning, Outcomes of Education, Electronic Learning