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Showing 1 to 15 of 19 results Save | Export
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Cohen, Anat; Ezra, Orit – Computer Assisted Language Learning, 2018
Contextualised mobile assisted language learning (MALL) has been known for its potential in language learning rooted in social constructivism theories. However, a consistent approach to constituents of contextualised MALL, in addition to a quantitative tool to evaluate it, is missing in reported case studies. The present research, drawing upon…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Telecommunications
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Guo, Sijia – Research-publishing.net, 2014
This case study aims to explore the best practice of applying task-based language teaching (TBLT) via the web conferencing tool Blackboard Collaborate in a beginners' online Chinese course by evaluating the technical capacity of the software and the pedagogical values and limitations of the tasks designed. In this paper, Chapelle's (2001) criteria…
Descriptors: Chinese, Teleconferencing, Group Activities, Online Courses
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Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas – Computers & Education, 2011
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants' actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the…
Descriptors: Foreign Countries, Research Design, Student Attitudes, Learning Activities
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de Freitas, Sara; Rebolledo-Mendez, Genaro; Liarokapis, Fotis; Magoulas, George; Poulovassilis, Alexandra – British Journal of Educational Technology, 2010
Traditional approaches to learning have often focused upon knowledge transfer strategies that have centred on textually-based engagements with learners, and dialogic methods of interaction with tutors. The use of virtual worlds, with text-based, voice-based and a feeling of "presence" naturally is allowing for more complex social interactions and…
Descriptors: Learning Theories, Learning Activities, Lifelong Learning, Experiential Learning
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy
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Arnseth, H. C.; Saljo, R. – Journal of Computer Assisted Learning, 2007
The topic of this article concerns how students make sense of categories of progressive inquiry made available to them through a discussion and inquiry type of software called Future Learning Environments 2 (FLE2). The idea behind tools of this kind is to induce approaches to school-work that build on the metaphor of learning as research. By…
Descriptors: Learning Activities, Educational Practices, Classification, Computer Software
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Boyadzhiev, Irina; Boyadzhiev, Khristo – Journal of Computers in Mathematics and Science Teaching, 1992
Describes the method for producing the equiangular spiral, the geometric curve generated by modeling an insect's orientation process to an illumination source, utilizing a LOGO Turtle program which is included. (JJK)
Descriptors: Computer Assisted Instruction, Computer Software Evaluation, Elementary Secondary Education, Geometric Concepts
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Wilson, Linda J. – Childhood Education, 1998
Discusses how children's descriptions and evaluations of computer software are important ways to learn about how computers can be used in the learning process; describes how these evaluations can be an informal way of "child-testing" educational software. Offers examples of children's comments and suggests three Web sites that feature children's…
Descriptors: Computer Assisted Instruction, Computer Software Evaluation, Computer Software Reviews, Courseware
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McLellan, Hilary – Computers in the Schools, 1994
Reports the results of a study that examined the patterns of interactions of high school student partners engaged in problem-solving activities while working through computer simulation activities in an astronomy lab. Observations, interviews with teachers and students, and a software program evaluation are discussed. (LRW)
Descriptors: Astronomy, Computer Assisted Instruction, Computer Simulation, Computer Software Evaluation
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McCoy, Leah P. – Journal of Computers in Mathematics and Science Teaching, 1991
An experimental design study compared the effect of periodic use of the "Geometric Supposers" software to nonuse on geometry achievement of two tenth grade classes (n=58). Results suggest that "Geometric Supposers" promotes higher achievement, particularly on Higher Level and Application Problems. No difference on Lower Level…
Descriptors: Cognitive Development, Computer Assisted Instruction, Computer Software Evaluation, Geometry
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Wang, Shiang-Kwei; Yang, Chiachi – Journal of Science Education and Technology, 2005
This article describes practical issues related to the design and the development of a Web-Based Learning Environment (Web-LE) for high school students. The purpose of the Fossilization Web-LE was to help students understand the process of fossilization, which is a complex phenomenon and is affected by many factors. The instructional design team…
Descriptors: Computer Interfaces, Web Based Instruction, Educational Environment, Instructional Design
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Pahl, Ronald H. – Social Studies, 1991
Offers an evaluation of the computer simulation game "SimCity." Suggests possible uses for the game at different age and experience levels. Recommends the program as challenging, humorous, and an excellent aid in teaching about the problems and solutions facing city government. Explains that students serve as public officials. (DK)
Descriptors: Citizenship Education, City Government, City Officials, Computer Assisted Instruction
Lamb, Annette – School Library Media Activities Monthly, 1991
Describes a hypermedia/compact disk program designed to provide beginning and advanced music listeners with a tool for learning about an opera, i.e., "The Magic Flute." Hardware and software requirements for accessing the multimedia program are described, and it is suggested that the program can be used to study the opera's music,…
Descriptors: Computer Assisted Instruction, Computer Software Evaluation, Curriculum Enrichment, Elementary Secondary Education
Greenleaf, Connie; Gee, Mary Kay – 1996
Following an introductory section that provides a rationale for using computers in workplace literacy classes, this guide reviews six computer programs and provides activities that teachers can use with the programs in teaching workplace literacy classes. The six computer programs reviewed are as follows: "Grammar Games,""Spell It 3,""The Way…
Descriptors: Adult Basic Education, Adult Literacy, Computer Assisted Instruction, Computer Software
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Mobley, Edward D. – Music Educators Journal, 1996
Illustrates the possibilities for teaching and learning music materials using interactive multimedia. Uses HyperCard as a model to discuss how interactive media works and suggests some possible applications. Briefly describes some authoring programs. (MJP)
Descriptors: Computer Assisted Instruction, Computer Oriented Programs, Computer Software, Computer Software Evaluation
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