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Showing 1 to 15 of 46 results Save | Export
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Veronika Timpe-Laughlin; Tetyana Sydorenko; Judit Dombi – Computer Assisted Language Learning, 2024
To examine the utility of spoken dialog systems (SDSs) for learning and low-stakes assessment, we administered the same role-play task in two different modalities to a group of 47 tertiary-level learners of English. Each participant completed the task in an SDS setting with a fully automated agent and engaged in the same task with a human…
Descriptors: Second Language Learning, In Person Learning, Standard Spoken Usage, Role Playing
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Fazlyeva, Zulfiya Kh.; Sheinina, Dina P.; Deputatova, Natalia A. – International Journal of Environmental and Science Education, 2016
Relevance of the problem stated in the article is determined by new teaching approach uniting the traditional teaching experience with that of the modern information technologies, all being merged into a new course of the computer lingua-didactics (the international term of which is "Computer Assisted Language Learning" (CALL) or…
Descriptors: Student Projects, Teaching Methods, Computer Assisted Instruction, Second Language Instruction
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O'Donnell, Eileen; Lawless, Séamus; Sharp, Mary; Wade, Vincent P. – International Journal of Distance Education Technologies, 2015
The realisation of personalised e-learning to suit an individual learner's diverse learning needs is a concept which has been explored for decades, at great expense, but is still not achievable by non-technical authors. This research reviews the area of personalised e-learning and notes some of the technological challenges which developers may…
Descriptors: Electronic Learning, Individualized Instruction, Programming, Authors
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Wimpenny, Katherine; Savin-Baden, Maggi; Mawer, Matt; Steils, Nicole; Tombs, Gemma – Australasian Journal of Educational Technology, 2012
In the changing context of globalised higher education, a series of pedagogical shifts have occurred, and with them, a number of interactive learning approaches have emerged. This article reports on findings taken from a large-scale study that explored the socio-political impact of virtual world learning on higher education in the UK, specifically…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Computer Simulation
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Riddle, Matthew D. – ALT-J: Research in Learning Technology, 2009
This article undertakes a detailed case study of "The Campaign", a teaching and learning innovation in media and communications that uses an online educational role-play. The case study draws on the qualitative analysis of classroom observations, online communications and semi-structured interviews, employing an interpretive approach…
Descriptors: Program Effectiveness, Communications, Social Theories, Educational Strategies
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Savin-Baden, Maggi – London Review of Education, 2010
This paper presents a study that used narrative inquiry to explore staff experiences of learning and teaching in immersive worlds. The findings introduced issues relating to identity play, the relationship between pedagogy and play and the ways in which learning, play and fun were managed (or not). At the same time there was a sense of imposed or…
Descriptors: Play, Teacher Attitudes, Self Concept, Values
Neuwirth, Christine M.; And Others – 1988
Developed for use with collaborative writing activities in conjunction with the Center for Educational Computing in English (CECE) Talk Program, this student guide provides sample activities for collaborative writing as well as detailed examples of the activities. The examples begin with a short exchange between people using the talk program to…
Descriptors: Audience Response, Brainstorming, Collaborative Writing, Computer Assisted Instruction
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Holsbrink-Engels, Geralien A. – British Journal of Educational Technology, 2001
Discusses the use of role-play for the development of interpersonal skills and evaluates a computer-based learning environment for initial training in dealing with social-communicative problems. Discusses high cognitive load, explains the use of a conversational model, describes the results of two experiments with university students, and suggests…
Descriptors: Communication Problems, Computer Assisted Instruction, Educational Environment, Evaluation Methods
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Savin-Baden, Maggi; Gourlay, Lesley; Tombs, Cathy; Steils, Nicole; Tombs, Gemma; Mawer, Matt – Educational Research, 2010
Background: The literature on immersive virtual worlds and e-learning to date largely indicates that technology has led the pedagogy. Although rationales for implementing e-learning have included flexibility of provision and supporting diversity, none of these recommendations has helped to provide strong pedagogical location. Furthermore, there is…
Descriptors: Higher Education, Staff Role, College Instruction, Literature Reviews
Tolhuizen, James H. – 1996
Multiple-user domains--the most common names are MUDs (Multiple-User Domain), MOOs (Multiple user domain, Object Oriented), and MUSHes (Multiple User Shared Hallucination)--can be effectively used for teaching. While each may be slightly different, they are all interactive internet sights with real time connections and exchanges. Often described…
Descriptors: Computer Assisted Instruction, Computer Mediated Communication, Higher Education, Internet
University of Southern California, Los Angeles. COMEX Research Project. – 1974
The Industrialist's Manual No. 6 (Dusty Rhodes Cement Company) is one of a set of twenty-one manuals used in METRO-APEX 1974, a computerized college and professional level, computer-supported, role-play, simulation exercise of a community with "normal" problems. Stress is placed on environmental quality considerations. APEX 1974 is an…
Descriptors: Computer Assisted Instruction, Computer Programs, Environmental Education, Environmental Influences
Roston, John – 1994
The ability to successfully conduct specialized conversations in stressful situations is an essential part of professional competence in a number of subject areas; however, there are few opportunities for students to practice the required skills in a realistic environment. The McGill Negotiation Simulator project was established to investigate the…
Descriptors: College Students, Communication (Thought Transfer), Computer Assisted Instruction, Computer Simulation
Fraas, John W. – 1982
The simulation-gaming approach to college introductory economics courses benefits students who possess a certain combination of cognitive learning styles. The Cognitive Style Questionnaire, administered to 120 freshmen, identified those students who obtain meaning from spoken words, numerals, or mathematical symbols; have the ability to place…
Descriptors: Academic Achievement, Cognitive Style, Cognitive Tests, Computer Assisted Instruction
University of Southern California, Los Angeles. COMEX Research Project. – 1974
The Game Overall Director's Manual is one of a set of twenty-one manuals used in METRO-APEX 1974, a computerized college and professional level, computer-supported, role-play, simulation exercise of a community with "normal" problems. Stress is placed on environmental quality considerations. APEX 1974 is an expansion of APEX--Air…
Descriptors: Computer Assisted Instruction, Computer Programs, Environmental Education, Environmental Influences
University of Southern California, Los Angeles. COMEX Research Project. – 1974
The Computer Operator's Manual is one of a set of twenty-one manuals used in METRO-APEX 1974, a computerized college and professional level, computer-supported, role-play, simulation exercise of a community with "normal" problems. Stress is placed on environmental quality considerations. APEX 1974 is an expansion of APEX--Air Pollution…
Descriptors: Computer Assisted Instruction, Computer Programs, Environmental Education, Environmental Influences
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