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Huan Zhao; Lora Narikbayeva; Yuanhua Wu – Interactive Learning Environments, 2024
The realities of modern music education have forced many educators and learners to look for new solutions to ensure a high-quality learning process. One of them is creating and integrating interactive music composition systems. This study aims to assess the impact of Lumanote, as an interactive music composition system, on piano students' skill…
Descriptors: Music Education, Musical Composition, Musical Instruments, College Students
Yumeng Zhu; Caifeng Zhu; Tao Wu; Shulei Wang; Yiyun Zhou; Jingyuan Chen; Fei Wu; Yan Li – Education and Information Technologies, 2025
With the prevalence of Large Language Model-based chatbots, middle school students are increasingly likely to engage with these tools to complete their assignments, raising concerns about its potential to harm students' learning motivation and learning outcomes. However, we know little about its real impact. Through quasi-experiment research with…
Descriptors: Artificial Intelligence, Assignments, Middle School Students, Influence of Technology
Jian-Hong Ye; Mengmeng Zhang; Weiguaju Nong; Li Wang; Xiantong Yang – Education and Information Technologies, 2025
ChatGPT, as an example of generative artificial intelligence, possesses high-level conversational and problem-solving capabilities supported by powerful computational models and big data. However, the powerful performance of ChatGPT might enhance learner dependency. Although it has not yet been confirmed, many teachers and scholars are also…
Descriptors: Artificial Intelligence, College Students, Problem Solving, Student Attitudes
Zhonggen Yu – SAGE Open, 2023
The past several years have been witnessing the fast development of information and communication technology, with which an increasing number of serious games are being designed and developed. Randomly selected participants were divided into the treatment and control cohorts. Two experiments, as well as a semi-structured interview, were…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Game Based Learning
Thomas Keller; Elke Brucker-Kley; Philip Schwammel – Discover Education, 2024
More and more children and adolescents in Switzerland show serious deficits in their German language skills. In order to specifically promote the language skills of students with a non-German first language, special lessons in German as a second language (GasL) are therefore offered in addition to the regular lessons. The aim of this case study is…
Descriptors: Case Studies, German, Second Language Learning, Second Language Instruction
Hüseyin Ates; Mustafa Köroglu – Journal of Computer Assisted Learning, 2024
Background: Online collaboration tools have been identified as potentially effective means for enhancing student learning, motivation, and engagement in science education. However, their effectiveness in improving science education outcomes among middle school students remains uncertain. Objectives: The study aimed to investigate the impact of…
Descriptors: Cooperative Learning, Comparative Analysis, Academic Achievement, Learner Engagement
Jerry Huang; Atsushi Mizumoto – Education and Information Technologies, 2025
This study aimed to examine the effect of incorporating the generative pre-trained AI chatbot, ChatGPT, into an instructor-led writing class on the motivation of Japanese university students. This study examines changes in students' Ideal L2 Self, Ought-to L2 Self, and L2 Learning Experience using Dörnyei's L2 Motivational Self System (L2MSS)…
Descriptors: Artificial Intelligence, Teaching Methods, Computer Software, Technology Uses in Education
Watcharapol Wiboolyasarin; Kanokpan Wiboolyasarin; Phornrat Tiranant; Poomipat Boonyakitanont; Nattawut Jinowat – Smart Learning Environments, 2024
Amidst the technological evolution shaping the landscape of education, this research critically examines the imperative factors influencing the design of language-teaching chatbots in Thai language classrooms. Employing a comprehensive two-pronged methodology, our study delves into the intricacies of chatbot design by engaging with a diverse…
Descriptors: Artificial Intelligence, Teaching Methods, Computer Software, Independent Study
Yasin, Zohra; Anwar, Herson; Luneto, Buhari – International Journal of Instruction, 2021
The use of multimedia in Arabic learning has high urgency in improving students' learning motivation. Meanwhile, learning motivation is essentially needed by students in achieving success the learning process. Therefore, this research aims to prove the level of students' learning motivation by using multimedia in Arabic learning and without using…
Descriptors: Multimedia Instruction, Multimedia Materials, Printed Materials, Instructional Effectiveness
Henry, Alastair – ELT Journal, 2022
In many contexts of contemporary ELT, the L2 can be widely encountered beyond the classroom. In these settings, teachers need to maximize opportunities for meaningful participation. Digital video production (DVP) provides one such opportunity. Little, however, is known about the types of DVP common in particular contexts of ELT, the extent to…
Descriptors: Learner Engagement, Handheld Devices, Computer Software, Video Technology
Samuel Boguslawski; Rowan Deer; Mark G. Dawson – Information and Learning Sciences, 2025
Purpose: Programming education is being rapidly transformed by generative AI tools and educators must determine how best to support students in this context. This study aims to explore the experiences of programming educators and students to inform future education provision. Design/methodology/approach: Twelve students and six members of faculty…
Descriptors: Programming, Computer Science Education, Personal Autonomy, Learning Motivation
Yi Zheng; Yabing Wang; Kelly Shu-Xia Liu; Michael Yi-Chao Jiang – Education and Information Technologies, 2024
Grounded in the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2), this study investigates the interplay between key UTAUT2 constructs and motivation modeled by Self-Determination Theory (SDT) in shaping English as a Foreign Language (EFL) learners' behavioral intention and actual use of generative AI tools. Accordingly, three research…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Learning Motivation
Chen, Yulin – Education and Information Technologies, 2023
This study investigated the motivation of Taiwanese undergraduate EFL students in learning English-to-Chinese translation and the intention to use a digital game-based learning app called CHEN-slate. The app, consisting of a learning zone, practice zone, and competition zone and including translation skills needed for actual translation practice,…
Descriptors: Translation, Game Based Learning, English (Second Language), Second Language Learning
Langenhagen, Julian – International Educational Data Mining Society, 2022
Although badges are among the most-used game elements in gamified education, studies about their optimal features to motivate learning are scarce. How should a badge be designed to represent an incentive for a specific goal like optimal exam preparation? This study examines usage data of a higher education learning app to determine whether the…
Descriptors: Data Analysis, Goal Orientation, Computer Software, Game Based Learning
Wu, Wen-Chi; Lin, I.-Ting; Chen Hsieh, Jun – Asia-Pacific Education Researcher, 2023
The knowledge of English idioms is essential for advanced English learning and application, particularly for English-as-a-foreign-language (EFL) learners. While studies have shown the benefits of mobile-assisted language learning (MALL) to facilitate English learning, few studies have examined the factors that may influence MALL in light of…
Descriptors: Foreign Countries, English, Language Patterns, Learning Modalities