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Zhiqun Ouyang; Yujun Jiang; Huying Liu – International Review of Research in Open and Distributed Learning, 2024
This study, which is quasi-experimental in nature, looks into how language learners' willingness to communicate and engagement in English as a foreign language (EFL) classrooms are affected by Duolingo. The control and experimental groups comprised two complete classes with forty EFL students. To compare learner engagement and communication…
Descriptors: Artificial Intelligence, Information Technology, English (Second Language), Communication Strategies
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Tingting Feng – Education and Information Technologies, 2024
The globalization of educational processes has intensified the introduction of interactive learning forms. Education systems around the world have undergone transformation, modernization, and innovation. These processes also implied the implementation of advanced technological tools to improve the quality of teaching various subjects, including…
Descriptors: Computer Storage Devices, Computer Software, Computer Oriented Programs, Influence of Technology
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Ayyüce Kurt Dizbay; Füsun Gülderen Alacapinar – Journal of Educators Online, 2024
This research investigated the effect of the use of mobile-assisted digital content on students' English lesson achievement. This study employed a quasi-experimental design with a pretest and posttest given to both an experimental group and a control group. The study consisted of 29 9th Grade students at a public school in Turkey. The pretest was…
Descriptors: Handheld Devices, Telecommunications, High School Students, Public Schools
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Fouz-González, Jonás – Language Learning & Technology, 2020
This study explores the potential of the English File Pronunciation (EFP) app to help foreign language learners improve their pronunciation. Participants were 52 Spanish EFL learners enrolled in an English Studies degree. Pre- and post-tests were used to assess the participants' perception and production (imitative, controlled, and spontaneous)…
Descriptors: Foreign Countries, College Students, Second Language Instruction, Second Language Learning
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Pal, Yatendra; Agrawal, Riddhi – Journal on School Educational Technology, 2019
The use of innovative methods in educational institutions is not just crucial, it is downright imperative. It has the potential to not just improve education system, but also to empower students, strengthen governance, and create retention value of all that has been taught. Gone are the days of archaic ideologies and methods of teaching. In modern…
Descriptors: Educational Technology, Computer Oriented Programs, Instructional Effectiveness, Elementary School Students
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Chen, Chih-Ming; Liu, Huimei; Huang, Hong-Bin – ReCALL, 2019
Many studies have demonstrated that vocabulary size plays a key role in learning English as a foreign language (EFL). In recent years, mobile game-based learning (MGBL) has been considered a promising scheme for successful acquisition and retention of knowledge. Thus, this study applies a mixed methodology that combines quantitative and…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
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Duarte, António; Barros, Alexandra – Australian Educational Computing, 2018
The objective of this study, in the Student Approaches to Learning (SAL) perspective, was to test a computer-assisted intervention that seeks to promote awareness and self-regulation of learning strategies, aiming at improving the quality of learning. The intervention involved the use, by a sample of higher education students, of purposely…
Descriptors: Computer Uses in Education, Intervention, Learning Strategies, College Students
Weeks, Nancy Anne – ProQuest LLC, 2017
The purpose of this quantitative study was to investigate the effect of a 4-week, school-based, Sosh iPad application intervention on the social skills inventory of participants diagnosed with High Functioning Autism (HFA). The intervention implementation took place during a 4-week period at two separate public school districts within the…
Descriptors: Handheld Devices, Computer Oriented Programs, Intervention, Interpersonal Competence
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Govaerts, Sten; Holzer, Adrian; Kocher, Bruno; Vozniuk, Andrii; Garbinato, Benoit; Gillet, Denis – IEEE Transactions on Learning Technologies, 2018
Improving face-to-face (f2f) interaction in large classrooms is a challenging task as student participation can be hard to initiate. Thanks to the wide adoption of personal mobile devices, it is possible to blend digital and face-to-face interaction and integrate co-located social media applications in the classroom. To better understand how such…
Descriptors: Blended Learning, Social Media, Computer Oriented Programs, Technology Uses in Education
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Ma'azi, Halaleh; Janfeshan, Kamran – Cogent Education, 2018
The primary purpose of this study was to explore the effect of Edmodo social learning network on Iranian learners' writing skill. It also attempted to find out students' attitudes toward Edmodo. Forty participants were randomly divided into two experimental and control groups. For both groups, at first a test of writing as a pre-test was run to…
Descriptors: Foreign Countries, Social Networks, Social Media, Computer Uses in Education
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Simmons, Lakisha; Crook, Amy; Cannonier, Colin; Simmons, Chris – Journal of Education for Business, 2018
Today's students experience increased anxiety around school and have difficulty keeping track of course assignments. The authors conceptually develop and empirically test a model of the impact of a homework reminder mobile application (app) on executive function skills and learning outcomes with undergraduate business students. The findings…
Descriptors: Anxiety, Prompting, Computer Oriented Programs, Handheld Devices
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Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
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Miller, Tess – International Journal of STEM Education, 2018
Background: The purpose of this study was to measure the impact of interactive technology in the form of mathematical applications (apps) delivered using iPads on kindergarten children's learning of number sense in a play-based learning environment. Secondly, factors influencing the use of interactive technology in a play-based environment were…
Descriptors: Skill Development, Mathematics Skills, Numeracy, Kindergarten
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Zadahmad, Manouchehr; Yousefzadehfard, Parisa – International Journal of Web-Based Learning and Teaching Technologies, 2016
Mobile Cloud Computing (MCC) aims to improve all mobile applications such as m-learning systems. This study presents an innovative method to use web technology and software engineering's best practices to provide m-learning functionalities hosted in a MCC-learning system as service. Components hosted by MCC are used to empower developers to create…
Descriptors: Telecommunications, Computer Software, Handheld Devices, Internet
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Bradley, Linda; Lindström, Nataliya Berbyuk; Hashemi, Sylvana Sofkova – Journal of Interactive Media in Education, 2017
The purpose of this study is to investigate the mobile activities newly arrived migrants are engaged in when learning the Swedish language and about Swedish culture and society. Further, the study also explores the use of a mobile application (app) provided to the newly arrived migrants to use for pronunciation practice. The study involved 38…
Descriptors: Foreign Countries, Immigrants, Swedish, Cultural Awareness
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