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No Child Left Behind Act 20011
Showing 136 to 150 of 323 results Save | Export
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Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz – Chemical Engineering Education, 2013
Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…
Descriptors: Social Networks, Chemical Engineering, Computer Games, Teaching Methods
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Salminen, Jonna; Koponen, Tuire; Räsänen, Pekka; Aro, Mikko – Mathematical Thinking and Learning: An International Journal, 2015
Weaknesses in early number skills have been found to be a risk factor for later difficulties in mathematical performance. Nevertheless, only a few intervention studies with young children have been published. In this study, the responsiveness to early support in kindergarteners with most severe difficulties was examined with two different computer…
Descriptors: At Risk Students, Kindergarten, Mathematics Skills, Computer Assisted Instruction
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de Vries, Marieke; Prins, Pier J. M.; Schmand, Ben A.; Geurts, Hilde M. – Journal of Child Psychology and Psychiatry, 2015
Background: People with autism spectrum disorders (ASDs) experience executive function (EF) deficits. There is an urgent need for effective interventions, but in spite of the increasing research focus on computerized cognitive training, this has not been studied in ASD. Hence, we investigated two EF training conditions in children with ASD.…
Descriptors: Autism, Pervasive Developmental Disorders, Executive Function, Intervention
Project Tomorrow, 2016
The Speak Up National Research Project annually polls K-12 students, parents and educators about the role of technology for learning in and out of school. For the past thirteen years, Project Tomorrow's® annual Speak Up Research Project has provided schools and districts nationwide and throughout the globe with new insights into how today's…
Descriptors: Computer Uses in Education, Video Technology, Computer Games, Animation
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Frederiksen, Karen-Margrete, Ed.; Larsen, Sanne, Ed.; Bradley, Linda, Ed.; Thouësny, Sylvie, Ed. – Research-publishing.net, 2020
Despite the COVID-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Videoconferencing
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Mohsen, Mohammed Ali – Journal of Educational Computing Research, 2016
One of the main issues in language learning is to find ways to enable learners to interact with the language input in an involved task. Given that computer-based simulation allows learners to interact with visual modes, this article examines how the interaction of students with an online video simulation affects their second language video…
Descriptors: Computer Simulation, Computer Assisted Instruction, English (Second Language), Second Language Instruction
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Schrader, Claudia; Bastiaens, Theo – Journal of Interactive Learning Research, 2012
This article presents a review of existent literature that provides insight in the effectiveness of computer learning games. Based on this research, the effectiveness of games is illustrated in detail with regard to three current perspectives on games: design characteristics of games, the process of gameplay and the reflection of specific…
Descriptors: Computer Games, Educational Games, Design Requirements, Literature Reviews
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Reinders, Hayo; Wattana, Sorada – Language Learning & Technology, 2014
This paper reports on a study into the effects of digital game play on learners' Willingness to Communicate (WTC), or individuals' "readiness to enter into discourse at a particular time with a specific person or persons, using a L2" (MacIntyre, Dörnyei, Clément, & Noels, 1998, p. 547). Thirty Thai learners of English as a foreign…
Descriptors: Interpersonal Communication, Readiness, English (Second Language), Computer Games
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Tay, Lee Yong; Lim, Cher Ping – Cultural Studies of Science Education, 2012
This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores the issues encountered while a science-based video game is introduced in secondary school settings. It highlights the importance of the context, the…
Descriptors: Science Instruction, Secondary School Science, Educational Technology, Educational Games
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Kartal, Günizi; Terziyan, Treysi – Journal of Educational Computing Research, 2016
The major goal of this study was to develop a game-like software application for phonological awareness training and to evaluate its role in improving phonological awareness skills at the kindergarten level, with the intention to eventually help reading acquisition in Turkish. The participants of the study came from two kindergarten classrooms in…
Descriptors: Foreign Countries, Computer Assisted Instruction, Phoneme Grapheme Correspondence, Phonemes
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Eastwood, Jennifer L.; Sadler, Troy D. – Computers & Education, 2013
Research in education suggests that computer games can serve as powerful learning environments, however, teachers perceive many obstacles to using games as teaching tools. In this study, we examine three science teachers' implementation and perceptions of a curriculum unit incorporating the game, Mission Biotech (MBt) and a set of supporting…
Descriptors: Case Studies, Observation, Interviews, Technology Integration
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Revithiadou, Anthi; Kourtis-Kazoullis, Vasilia; Soukalopoulou, Maria; Konstantoudakis, Konstantinos; Zarras, Christos – The EUROCALL Review, 2015
In this article we present an interactive extensible software, "The 7 Keys of the Dragon," for the teaching/learning of Albanian and Russian to students that attend primary and secondary education in Greece with the respective languages as their heritage languages. We address the key challenges we encountered during the conceptualization…
Descriptors: Computer Assisted Instruction, Heritage Education, Second Language Learning, Student Motivation
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Milne, Catherine – Cultural Studies of Science Education, 2012
In this issue, I draw together two sets of papers, with apparently different agendas. Most of the original papers in this issue use various learning perspectives and research approaches to explore the challenges and affordances of digital games for learning science. Associated forum papers challenge the authors and us to critically examine our own…
Descriptors: Educational Games, Research Methodology, Play, Global Approach
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Wu, W-H.; Hsiao, H-C.; Wu, P-L.; Lin, C-H.; Huang, S-H. – Journal of Computer Assisted Learning, 2012
Past studies on the issue of learning-theory foundations in game-based learning stressed the importance of establishing learning-theory foundation and provided an exploratory examination of established learning theories. However, we found research seldom addressed the development of the use or failure to use learning-theory foundations and…
Descriptors: Constructivism (Learning), Educational Technology, Meta Analysis, Learning Theories
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Sánchez, Inmaculada Arnedillo, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2018
These proceedings contain the papers of the 14th International Conference on Mobile Learning 2018, which was organised by the International Association for Development of the Information Society, in Lisbon, Portugal, April 14-16, 2018. The Mobile Learning 2018 Conference seeks to provide a forum for the presentation and discussion of mobile…
Descriptors: Electronic Learning, Educational Research, Data Collection, Data Analysis
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