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Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
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Guzman-Jimenez, Rosario; Dhavit-Prem; Saldívar, Alvaro; Escotto-Córdova, Alejandro – Educational Technology & Society, 2023
Yupana Inca Tawa Pukllay (YITP) is a ludic didactic resource based on semiotic alternation that, using the reading of numbers in the Inca numeral system, improves its equivalent Indo-Arabic reading. Twelve children from first to fourth grade of a bilingual (Spanish-Quechua), multi-grade elementary school in a small rural Peruvian community were…
Descriptors: Semiotics, American Indians, American Indian Students, American Indian Languages
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Chen, Xieling; Zou, Di; Xie, Haoran; Cheng, Gary – Educational Technology & Society, 2021
Personalized language learning (PLL), a popular approach to precision language education, plays an increasingly essential role in effective language education to meet diverse learner needs and expectations. Research on PLL has become an active sub-field of research on technology-enhanced language learning and artificial intelligence applications…
Descriptors: Second Language Learning, Second Language Instruction, Individualized Instruction, Trend Analysis