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Minalla, Amir Abdalla – English Language Teaching, 2018
This study was mainly conducted to examine the possibility of utilizing "WhatsApp Group" in enhancing EFL learners' verbal interaction. To do this experimental and descriptive methods were used to achieve the objective of this study. A questionnaire and pre- and post-test were adopted as tools for data collection. Samples of two groups…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, English (Second Language)
Heffernan, Neil T.; Ostrow, Korinn S.; Kelly, Kim; Selent, Douglas; Van Inwegen, Eric G.; Xiong, Xiaolu; Williams, Joseph Jay – International Journal of Artificial Intelligence in Education, 2016
Due to substantial scientific and practical progress, learning technologies can effectively adapt to the characteristics and needs of students. This article considers how learning technologies can adapt over time by crowdsourcing contributions from teachers and students--explanations, feedback, and other pedagogical interactions. Considering the…
Descriptors: Artificial Intelligence, Educational Technology, Student Needs, Electronic Publishing
Heffernan, Neil T.; Ostrow, Korinn S.; Kelly, Kim; Selent, Douglas; Van Inwegen, Eric G.; Xiong, Xiaolu; Williams, Joseph Jay – Grantee Submission, 2016
Due to substantial scientific and practical progress, learning technologies can effectively adapt to the characteristics and needs of students. This article considers how learning technologies can adapt over time by crowdsourcing contributions from teachers and students -- explanations, feedback, and other pedagogical interactions. Considering the…
Descriptors: Artificial Intelligence, Educational Technology, Student Needs, Electronic Publishing
Hung, Hsiu-Ting – Interactive Learning Environments, 2017
Flipped classrooms continue to grow in popularity across all levels of education. Following this pedagogical trend, the present study aimed to enhance the face-to-face instruction in flipped classrooms with the use of clickers. A game-like clicker application was implemented through a bring your own device (BYOD) model to gamify classroom dynamics…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Audience Response Systems
Peyghambarian, Farideh; Ashraf, Hamid; Fatemi, Mohammad Ali – Advances in Language and Literary Studies, 2014
GoEnglish.Me can provide EFL learners with authentic materials in a variety of topics. In addition to authentic materials, the site can offer an opportunity of learning real Spoken English by American Native Speakers. To achieve the purpose of this study, you can probe the effect of GoEnglish.Me on lower-intermediate EFL learners' speaking…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Educational Technology
Yang, Mau-Tsuen; Liao, Wan-Che – IEEE Transactions on Learning Technologies, 2014
The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…
Descriptors: Simulated Environment, Computer Simulation, Interaction, Nonverbal Communication
Clarebout, Geraldine; Horz, Holger; Elen, Jan; Schnotz, Wolfgang – World Journal of Education, 2011
Learning environments commonly offer aids to address learners' lack of knowledge or skills. However, learners are not or sub-optimally using these aids when these are non-embedded or segregated (Aleven, Stahl, Schworm, Fischer, & Wallace, 2003; Clarebout & Elen, 2006). This lack of optimal usage has been related to variables as…
Descriptors: Interaction, Student Characteristics, College Students, Randomized Controlled Trials