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Madalena Ribeiro e Silva; Joana Carneiro Pinto – Journal of Workplace Learning, 2025
Purpose: The purpose of this study is to test and integrative model that forecasts a range of attributes as both antecedents and consequents of using a gamification app. Design/methodology/approach: The proposed model includes factors from the technology acceptance model (TAM) [perceived ease of use (PEU), perceived usefulness (PU) and attitude…
Descriptors: Gamification, Work Environment, Job Enrichment, Organizational Climate
Charlie Taylor; Chen-Li Huang – English Australia Journal, 2024
Being able to pronounce a language so that a listener can understand (i.e., intelligibly) is critical to achieving communicative competence (Munro & Derwing, 1995), but is Duolingo helpful in this regard? Given Duolingo's status as the world's most widely used language-learning app (Hirschi, 2020), understanding its potential is important to…
Descriptors: Computer Oriented Programs, Pronunciation Instruction, Foreign Countries, Language Teachers
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
Xiaohan Ma – Language Testing in Asia, 2024
This research explores the use of the Quizlet application in teaching Chinese as a foreign language, employing a mixed methods approach. The participants of this study were 60 international students who majored in Chinese at a university in China. The students were divided into two groups and received instruction through traditional teaching…
Descriptors: Language Skills, Learner Engagement, Influence of Technology, Tests
Hanieh Shafiee Rad; Rasoul Alipour; Aliakbar Jafarpour – Interactive Learning Environments, 2024
Technology and artificial intelligence (AI) advancements are increasingly impacting second language (L2) learning, particularly in writing skills development. Motivated students seeking writing feedback can benefit from AI implementation, with writing feedback literacy being crucial for effective use. Engaged students with specific writing goals…
Descriptors: Artificial Intelligence, Writing (Composition), Feedback (Response), Literacy
Galiya K. Beisenbayeva; Akan M. Mubarakov; Zoya T. Seylova; Larissa U. Zhadrayeva; Botagoz N. Artymbayeva – Journal of Information Technology Education: Research, 2024
Aim/Purpose: This paper aims to evaluate the influence of an augmented reality mobile application on improving secondary students' visualization and comprehension of geometric concepts. Background: The study involved developing an AR app named Geometria to enhance geometry education. Methodology: In a specialized boarding school in Kokshetau,…
Descriptors: Foreign Countries, Boarding Schools, Grade 10, High School Students
'Tayo, Subair S.; Adebola, Solomon Temitope; Yahya, Deborah Oreoluwa – International Journal of Education and Development using Information and Communication Technology, 2019
This study examined social media usage among undergraduates vis-à-vis its influence on their studies. The study adopted a descriptive survey research design. The population for the study comprised all undergraduate students of Obafemi Awolowo University, Ile-Ife Nigeria. Five faculties were randomly selected, from which 850 students were selected…
Descriptors: Social Media, Undergraduate Study, Foreign Countries, Undergraduate Students
Davidovitch, Nitza; Yavich, Roman – International Journal of Higher Education, 2018
This study continues studies on the concept of leisure as culture dependent -- between tradition and modernity, while focusing on the usage of mobile phone applications and its impact on teaching and learning within a unique population. The study examined the association between having NetSpark on one's Smartphone and utilization of spare time…
Descriptors: Foreign Countries, Handheld Devices, Computer Oriented Programs, Technology Uses in Education
Najmuldeen, Hanan A. – World Journal of Education, 2017
The present study aims to evaluate the impact of educational games-based iPad applications on the development of social studies achievement and learning retention. Sample consisted of (48) sixth grade primary students in Jeddah. The author adopted Quasi-experimental design of the experimental and control groups. She also provided the teacher a…
Descriptors: Educational Games, Handheld Devices, Academic Achievement, Social Studies
Salas, Alexandra – Contemporary Educational Technology, 2016
This article provides a literature review of the research concerning the role of faculty perspectives about instructional technology. Learning management systems, massive open online courses (MOOCs), cloud-based multimedia applications, and mobile apps represent the tools and the language of academia in the 21st century. Research examined…
Descriptors: Literature Reviews, Educational Technology, Classroom Techniques, Integrated Learning Systems
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V. – New Media Consortium, 2014
This report is a collaborative research effort between the New Media Consortium (NMC), Concordia International School Shanghai, and NIST International School in Bangkok, Thailand, to help inform international school leaders in Asia about significant developments in technologies supporting teaching, learning, and creative inquiry in primary and…
Descriptors: Foreign Countries, International Schools, Technology Uses in Education, Elementary Secondary Education
Chik, Alice – Changing English: Studies in Culture and Education, 2014
Since the introduction of iPads in 2010, the sales of tablet computers and mobile applications (apps) have grown exponentially. iPads and other tablets are marketed as learning tools, and many apps target learners as young as six months old. This article reports on a research project examining the unique features of English learning apps based on…
Descriptors: Teaching Methods, Computer Oriented Programs, English (Second Language), Parent Child Relationship

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