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Shortt, Mitchell; Tilak, Shantanu; Kuznetcova, Irina; Martens, Bethany; Akinkuolie, Babatunde – Computer Assisted Language Learning, 2023
More than 300 million people use the gamified mobile-assisted language learning (MALL) application (app) Duolingo. The challenging tasks, reward incentives, systematic levels, and the ranking of users according to their achievements are just some of the elements that demonstrate strong gamification elements within this popular language learning…
Descriptors: Gamification, Computer Assisted Instruction, Second Language Learning, Second Language Instruction
Yeany, Russell H. – 1985
Present research connected with computer-based instruction indicates that many investigators rely on conventional experimental design and data analysis to address the research question. Although this is appropriate in many cases, the limits of hard and software resources and sample size in other cases have made conventional approaches a poor…
Descriptors: Computer Assisted Instruction, Computer Software, Educational Research, Research Design
Thompson, M. E. – 1978
A fictitious community of 583 households was set up to simulate a survey population, and was used in two laboratory assignments where students "interviewed" householders by a quota sampling procedure and tested the performance of several probability sampling designs. (Author/JEG)
Descriptors: Audiovisual Aids, Computer Assisted Instruction, Educational Strategies, Educational Television
Belcher, Duane M.; Smith, Stephen D. – 1988
PSYCOM is a unique mixed media package which combines high interest projects on the computer with a written text of expository material. It goes beyond most computer-assisted instruction which emphasizes drill and practice and testing of knowledge. A project might consist of a simulation or an actual experiment, or it might be a demonstration, a…
Descriptors: Computer Assisted Instruction, Computer Simulation, Data Collection, Experiments