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Larchen Costuchen, Alexia; Darling, Stephen; Uytman, Clare – Innovation in Language Learning and Teaching, 2021
This paper examines second-language vocabulary memorization. The use of augmented reality (AR) under visuospatial bootstrapping (VSB), a novel approach developed from work on the cognitive psychology of working memory, was contrasted with an established application, Quizlet that has been extensively used in foreign-language teaching. The AR-VSB…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Vocabulary Development
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López, Miriam Romero; Fernández, Montserrat López; Martínez, María Carmen Pichardo – Electronic Journal of Research in Educational Psychology, 2019
Introduction: The huge impact of technology in the last few decades, and the ample development of information and communication technologies (ICT) has established them as an essential characteristic of today's society. This vertiginous advance, and the quantity and diversity of changes in knowledge that are being generated, are inducing important…
Descriptors: Neurology, Physiology, Educational Technology, Technology Uses in Education
Thomas, Michael S. C.; Knowland, Victoria C. P.; Rogers, Cathy – World Bank, 2020
This report considers the science of adult literacy acquisition, with the goal of identifying principles that may improve the effectiveness of adult literacy programs. We define literacy as a continuum, from emerging literacy, through improving literacy, to fluent literacy and we outline the factors that influence how far along that continuum an…
Descriptors: Adult Literacy, Literacy Education, Program Effectiveness, Skill Development
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Storkel, Holly L.; Bontempo, Daniel E.; Pak, Natalie S. – Journal of Speech, Language, and Hearing Research, 2014
Purpose: In this study, the authors investigated adult word learning to determine how neighborhood density and practice across phonologically related training sets influence online learning from input during training versus offline memory evolution during no-training gaps. Method: Sixty-one adults were randomly assigned to learn low- or…
Descriptors: Adults, Memory, Comparative Analysis, Teaching Methods
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Ypsilanti, Antonia; Vivas, Ana B.; Räisänen, Teppo; Viitala, Matti; Ijäs, Tuula; Ropes, Donald – Education and Information Technologies, 2014
Aging diversity in organizations creates potential challenges, particularly for knowledge management, skills update and skills obsolescence. Intergenerational learning (IGL) involves knowledge building, innovation and knowledge transfer between generations within an organization (Ropes 2011). Serious games refer to the use of computer games in…
Descriptors: Aging (Individuals), Intergenerational Programs, Video Games, Computer Games
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George, Daniel R.; Whitehouse, Peter J. – Gerontologist, 2011
In the therapeutic void created by over 20 failed Alzheimer's disease drugs during the past decade, a new marketplace of "brain fitness" technology products has emerged. Ranging from video games and computer software to mobile phone apps and hand-held devices, these commercial products promise to maintain and enhance the memory,…
Descriptors: Ideology, Computer Software, Memory, Educational Technology