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Anila Das – ProQuest LLC, 2023
This research study examined the implementation of an extended reality (XR) lab on a community college campus to facilitate student and faculty access to immersive learning resources. The study, conducted during one skills day, involved 46 students and was designed to understand if integrating immersive VR into emergency medical technician (EMT)…
Descriptors: Educational Innovation, Community Colleges, Community College Students, Computer Simulation
Panayiota Georgiou Josephidou – ProQuest LLC, 2024
This study explored the use of gamification when teaching Greek as a L2. It examined how Greek teachers in different schools in Cyprus use gamification and if it affects their students in learning. It explored their perceptions of the effects on student motivation and engagement. The study was of qualitative approach and semi-structured interviews…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, Game Based Learning
Matsu, Saime – ProQuest LLC, 2022
Adult learners often have difficulty reaching high proficiency levels in a foreign language, and curriculum experts are on a constant quest for innovative practices in foreign language learning. The problem addressed by this study was that even with the implementation of different pedagogical approaches, including immersion and technology…
Descriptors: Second Language Learning, Second Language Instruction, Spanish, Indonesian
Weiss, Donald Lee, III Trae – ProQuest LLC, 2018
The purpose of this study was to investigate the effect of a flipped classroom model in an affluent suburban biology classroom through pre- and posttest data, a motivation and learning environment perception Likert scale survey, student interviews, and classroom observations. The instruments used were to analyze the effect of a flipped classroom…
Descriptors: Honors Curriculum, Biology, Science Instruction, Blended Learning
O'Sullivan-Donnell, Becca – ProQuest LLC, 2013
This case study explored the use of students' personal mobile devices in the classroom for learning. The context was a district with an initiative called Bring Your Own Technology (BYOT), whereby students regularly utilized their personal technology as part of the curriculum. The focus of this study was to better understand how students' personal…
Descriptors: Classroom Environment, Handheld Devices, Case Studies, Technology Uses in Education
Swanson, Kenneth A. – ProQuest LLC, 2013
The problem that this dissertation investigated is the insufficient representation of teachers' voices in the discussion of motivational characteristics of second language learners in middle and high schools especially with consideration of instructional information and communication technologies. The purpose was to determine the nature of…
Descriptors: Teacher Attitudes, Educational Technology, Student Motivation, Learning Motivation
Gowen, Deborah C. – ProQuest LLC, 2010
Finding teaching models and strategies that benefit learners while incorporating skills students will need in the future, such as using technology, is important. This study examined the problem of whether Webquests, an inquiry-based teaching strategy where much of the information is found online, are a beneficial way to integrate technology into…
Descriptors: Multiple Intelligences, Methods Research, Teaching Models, Educational Technology