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Wang, Jing; Song, Baomei – Asia-Pacific Education Researcher, 2023
To motivate learners to engage in writing courses and help to improve their writing performance, a mobile-game-based collaborative prewriting approach was proposed in this study. A quasi-experiment was implemented by recruiting two classes of non-English major students from a university in northeastern China. Class 1 learned to write under the…
Descriptors: Computer Games, Collaborative Writing, Prewriting, Foreign Countries
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Dredge, Rebecca; Chen, Shuang – Psychology in the Schools, 2020
Little is known about the social media use of online gamers compared with nongamers and whether the two forms of technology use manifest as the cumulative risk for relational and well-being outcomes in adolescents. Self-report data from 320 Chinese secondary school students (12-17 years) was collected for online gaming and social media use…
Descriptors: Computer Games, Computer Mediated Communication, Well Being, Social Media
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Hee Jin Bang; Kirsten Olander; Erin Lenihan – CALICO Journal, 2020
This study examines the English language learning outcomes of young Chinese L1 children when using a digital self-guided learning tool, ABCmouse "English Language Learning Academy" (ABCmouse ELL), created by Age of Learning, Inc. and designed based on principles of second language research. In a pretest, posttest study design, experiment…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Learning Activities
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games