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Mariah Krauel-Nix; Norman W. Evans; Grant Eckstein; Benjamin L. McMurry – International Journal of Designs for Learning, 2019
The concept of self-regulated learning has been a prominent topic in education and has been researched and applied to various educational fields. In the field of TESOL, self-regulation has been categorized into dimensions and linked with possible application tools to help ESL/EFL students better apply and develop related skills (Andrade and Evans…
Descriptors: Intensive Language Courses, Second Language Learning, Second Language Instruction, English (Second Language)
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Sarah Fehrman – International Journal of Designs for Learning, 2022
This design case follows the transformation of a language and culture course for first-year international students from face-to-face to online. It focuses on creating and managing disorienting dilemmas in an online environment as students are given the opportunity to pursue transformative learning. Design decisions about creating community, course…
Descriptors: Instructional Design, Online Courses, Barriers, Second Language Learning
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Ai-Chu Elisha Ding; Pengtong Qu; Krista Glazewski; Haesol Bae; Fatih Ergulec; Hamid Nadir; Thomas Brush – International Journal of Designs for Learning, 2021
Problem-based learning (PBL) has been widely incorporated in STEM classrooms. Unfortunately, its effectiveness for foreign language teaching is less explored. This design case describes the design and implementation process of a Chinese PBL unit in a US elementary school along with the design considerations of teaching dilemma-centered…
Descriptors: Second Language Learning, Second Language Instruction, Problem Based Learning, Instructional Effectiveness
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Craig D. Howard; Cary Staples; Sébastien Dubreil; Lisa C. Yamagata-Lynch – International Journal of Designs for Learning, 2016
In this design case, we present an instructional design project that resulted in a French language learning game development system. What we describe here is not the game itself, but rather the pedagogical intervention that created what the design team termed a mobile "application farm," which in turn produced the game. The term…
Descriptors: Instructional Design, Computer Software, Teaching Methods, Computer Games