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Abdullah, Mahmoud M. S.; Abdel-Gawad, Rehab A. El-sayed; Ibrahim, Ibrahim Badry Marwany – Online Submission, 2023
This study investigated the effectiveness of using a social learning programme facilitated by Facebook to develop some creative writing skills and motivation to learn English among secondary-one school students. Seventy students in secondary-one grade in Al-Shahid Hussein A. Abdul-Raouf Mixed Secondary School in Al-Maabda in the second semester of…
Descriptors: Creative Writing, Teaching Methods, English (Second Language), Second Language Learning
Al-Jarf, Reima – Online Submission, 2020
An English teacher uses Skype to connect his high school students in an Indian village with international teachers to help them interact and converse with them in English. Each international teacher interacts with the students in English once for 40 minutes. The teacher does that daily, and each day an international guest teacher is from a…
Descriptors: Foreign Countries, Social Media, Social Networks, Videoconferencing
Al-Jarf, Reima – Online Submission, 2020
An English teacher uses Skype to connect his high school students in an Indian village with international teachers to help them interact and converse with them in English. Each international teacher interacts with the students in English once for 40 minutes. The teacher does that daily, and each day an international guest teacher is from a…
Descriptors: Social Media, Social Networks, Videoconferencing, Computer Simulation
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Vega-Carrero, Sandra; Alejandro-Pulido, Manuel; Ruiz, Nancy Esther – Online Submission, 2017
This article presents the results of a research study conducted with college students at a University in Colombia that offers an online program of English as a Foreign Language. The goal of this study was to understand the students' perceptions. It mainly responded to the following research questions: Why do these students participate in an EFL…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Simulation
Hudson, Matthew – Online Submission, 2016
Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…
Descriptors: Ethnography, Well Being, Social Influences, Self Esteem