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Thekes, Istvan – International Journal of Technology in Education, 2021
Examining the relationship between technology and the success of language acquisition and the integration of technology into language instruction has been around of a long time by now. The development of technology can essentially change how languages are taught. Nevertheless, it is only in the last few years that the road has opened up for new…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Computer Software
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Yildirim, Osman; Ozdener, Nesrin – International Journal of Technology in Education and Science, 2021
Computer games are effective instructional tools used in programming courses to increase students' motivation and engagement. This participatory action research aims to redesign the Object-Oriented Programming course in which the first author is both the instructor and researcher to make it more effective and efficient. In the first step of the…
Descriptors: Action Research, Programming, Computer Science Education, Computer Software
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Yürük, Nurcihan – Journal of Educational Technology and Online Learning, 2019
Games or gamified activities blended with traditional ways of teaching can be implemented as a useful strategy in foreign language classrooms. Gamification as a novel pedagogical approach offers opportunities in accordance with game elements and techniques that can be applied in nongame context like classroom. This study is about an online free…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Student Attitudes
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Boldbaatar, Nomin; Sendurur, Emine – Journal of Educational Computing Research, 2019
The emergence of block-based environments aims to facilitate the problems caused by the abstractness of text-based languages. Recent studies generally focus on the effect of having block-based experience on programming education. This study is an attempt to observe the transfer of previous programming experiences (block-based vs. text-based) into…
Descriptors: Educational Games, Computer Games, Computer Simulation, Computer Software
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Kohnke, Lucas – International Journal of Computer-Assisted Language Learning and Teaching, 2020
In recent years, the widespread growth of mobile-assisted language learning using apps has made English vocabulary learning increasingly accessible. This study investigated students' perceptions of a vocabulary learning app developed by the researcher as a tool to help them to improve their L2 receptive vocabulary. The app, containing 20 levels,…
Descriptors: Vocabulary Development, English (Second Language), Second Language Learning, Second Language Instruction
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Zhu, Meina; Basdogan, Merve; Bonk, Curtis J. – Contemporary Educational Technology, 2020
Instructional design and training skills have become a key competency that is expected of public health professionals. However, the research on educating public health students as instructional designers (ID) is lacking. The purpose of this study is to better understand how novice IDs design trainings using their design judgment in an authentic…
Descriptors: Instructional Design, Public Health, Teaching Methods, Curriculum Development
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Korkmaz, Sezen; Öz, Hüseyin – International Online Journal of Education and Teaching, 2021
With the advent of technology over the past decade, teachers have started to incorporate live games into second or foreign language (L2) teaching to create an active learning environment and thus keep learners engaged in learning tasks. The present study reports on the findings of an investigation into the impact of the online "Kahoot!"…
Descriptors: Computer Software, Teaching Methods, Second Language Learning, Second Language Instruction
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Cox, Eric – Journal of Political Science Education, 2021
This paper presents results from a comparative analysis of two sections of Introduction to International Politics, one of which used a traditional research paper as a supplemental assignment and one that used the Statecraft online simulation. Both sections were taught during the same semester and used common lecture notes, PowerPoint slides, exam…
Descriptors: Educational Games, Foreign Policy, International Relations, Political Science
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Zabolotna, Oksana; Zagoruiko, Liudmyla; Panchenko, Ielyzaveta; Plotnikov, Yevhen – Advanced Education, 2021
This paper presents mixed-method research on teaching vocabulary online using a combination of quantitative (bibliometric approach) and qualitative (expert evaluation based on Delphi technique) methods to answer three research questions: Which tools in teaching language with technology have been described in research publications? Which tools are…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Jamie J. Jirout; Sierra Eisen; Zoe S. Robertson; Tanya M. Evans – Grantee Submission, 2022
Play is a powerful influence on children's learning and parents can provide opportunities to learn specific content by scaffolding children's play. Parent-child synchrony (i.e., harmony, reciprocity and responsiveness in interactions) is a component of parent-child interactions that is not well characterized in studies of play. We tested whether…
Descriptors: Play, Mothers, Parent Child Relationship, Executive Function
Brown-Turner, Jasmine – ProQuest LLC, 2017
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Descriptors: Computer Games, Phenomenology, Computer Software, Computer Simulation
Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich – International Association for Development of the Information Society, 2015
Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…
Descriptors: Educational Games, Computer Games, Electronic Learning, Educational Assessment
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Rutherford, Teomara; Liu, Allison S.; Lam, Arena S.; Schenke, Katerina – Journal of Research on Technology in Education, 2020
Self-beliefs are important determinants of student choice and success (Wigfield & Eccles, 2000) and are informed by student educational experiences, such as prior success with a task (Bandura, 1986). The potential for Computer-Based Interventions as self-belief-supporting learning environments is examined in this study, focusing on the…
Descriptors: Self Concept, Mastery Learning, Educational Experience, Intervention
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Gajek, Elzbieta – Research-publishing.net, 2020
Crowdsourcing not only opens new perspectives within the general concept of Computer Assisted Language Learning (CALL), but also raises questions about ethics, motivation, and fair contribution. Technology offers platforms such as Duolingo, Bussu, and Babbel for learning languages with active contribution of the learners. Such applications reach…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
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Joshi, Dirgha Raj; Neupane, Umesh; Joshi, Puspa Raj – Mathematics Teaching Research Journal, 2021
Digital pedagogical skills are essential for teachers dedicated to the ethical and effective use of digital resourcesin blended learning, artificial learning, teaching, communication, collaboration, evaluation, and problem-solving in the era of digitalization. A variety of competency frameworks have been developed for teachers and learners by…
Descriptors: Teaching Methods, Digital Literacy, Technological Literacy, Pedagogical Content Knowledge
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