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Showing 1 to 15 of 21 results Save | Export
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Chen, Zhi-Hong; Chen, Howard Hao-Jan; Dai, Wan-Jhen – Educational Technology & Society, 2018
This paper describes a narrative-based design framework that organizes three narrative elements (i.e., storyline, character, and quest) to support a contextual game-based environment for language learning. Using this design framework, a PlanetAdventure system was developed to examine its feasibility and its effects on student language learning. A…
Descriptors: Second Language Learning, Case Studies, Second Language Instruction, English (Second Language)
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Lee, Kyungmee; Ardeshiri, Minoo; Cummins, Jim – Technology, Pedagogy and Education, 2016
The aim of this article is to introduce a computer-assisted multiliteracies programme (CaMP) as an alternative approach to English as a Foreign Language (EFL) instruction in order to overcome the educational limitations that are inherent in most EFL settings. In a number of monolingual societies with a dominant language other than English,…
Descriptors: Computer Assisted Instruction, Multiple Literacies, Second Language Instruction, Electronic Learning
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Hung, Hsiu-Ting – Computer Assisted Language Learning, 2015
This paper describes a structured attempt to integrate flip teaching into language classrooms using a WebQuest active learning strategy. The purpose of this study is to examine the possible impacts of flipping the classroom on English language learners' academic performance, learning attitudes, and participation levels. Adopting a…
Descriptors: Active Learning, Second Language Learning, Learning Experience, Teaching Methods
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Prosser, Andrew – Research-publishing.net, 2014
Digital storytelling is already used extensively in language education. Web documentaries, particularly in terms of design and narrative structure, provide an extension of the digital storytelling concept, specifically in terms of increased interactivity. Using a model of interactive, non-linear storytelling, originally derived from computer game…
Descriptors: Second Language Learning, Second Language Instruction, Story Telling, Documentaries
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Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – IEEE Transactions on Learning Technologies, 2015
This study developed a QR-based U-Learning Material Production System (QR-ULMPS) that provides teachers with an education tool to motivate college level students enrolled in a liberal arts course. QR-ULMPS was specifically designed to support the development of u-learning materials and create an engaging context-aware u-learning environment for…
Descriptors: Student Motivation, Learning Experience, Outdoor Education, Questionnaires
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De Grove, Frederik; Van Looy, Jan; Mechant, Peter – International Journal of Game-Based Learning, 2013
Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…
Descriptors: German, Comparative Analysis, Second Language Learning, Second Language Instruction
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Levy, S. T.; Lahav, O. – Journal of Computer Assisted Learning, 2012
This paper addresses a central need among people who are blind, access to inquiry-based science learning materials, which are addressed by few other learning environments that use assistive technologies. In this study, we investigated ways in which learning environments based on sound mediation can support science learning by blind people. We used…
Descriptors: Assistive Technology, Pretests Posttests, Acoustics, Auditory Stimuli
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Mbah, Evelyn E.; Mbah, Boniface M.; Iloene, Modesta I.; Iloene, George O. – Research-publishing.net, 2013
This paper studies students' experiences and expectations on the use of podcasts in learning English pronunciation in Igboland. The Igboland is made up of five states in Southeastern Nigeria where Igbo is spoken as a mother tongue. The states are Abia, Anambra, Ebonyi, Enugu, and Imo. The study is a survey research where two universities were…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Statistical Analysis
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Hill, Jennifer L.; Nelson, Amanda – Environmental Education Research, 2011
This paper examines the experiences of undergraduate university students in response to the employment of video podcasts to support learning and teaching about exotic ecosystems. Six, 15-20-minute podcasts were made accessible to students through a virtual learning environment, either online or to download to mobile technology. The students were…
Descriptors: Video Technology, Focus Groups, Computer Assisted Instruction, Learning Experience
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Zimmermann, Martina; Eckert, Gunter P. – Advances in Physiology Education, 2010
In the present article, the reorientation of a fourth-semester physiology course for pharmacy students is described. The motivation for the introduction of changes was to prepare the students to not only assimilate facts but to learn and understand how to integrate and apply them. The article considers how this reorganization was received by the…
Descriptors: Feedback (Response), Pharmaceutical Education, Student Attitudes, Pharmacy
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Abdelraheem, Ahmed Yousif – Turkish Online Journal of Distance Education, 2012
The aim of this study was to identify learners' perceptions of the quality of interaction in Moodle and investigate the effects of gender, grade point average (GPA), individualized learning experiences and their experiences in using Moodle factors in perceiving the quality of interaction. A questionnaire was used to collect data after being…
Descriptors: Foreign Countries, Educational Technology, Distance Education, Web Based Instruction
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De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen – Electronic Journal of e-Learning, 2012
The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…
Descriptors: Foreign Countries, Educational Games, Learning Experience, Poverty
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Theodoridou, Katerina – Educational Media International, 2011
The purpose of this study was to investigate the effects of an animated pedagogical agent on Spanish vocabulary learning. Furthermore, the study examined learners' reactions and attitudes towards the presence of the pedagogical agent in the web-based environments. A total of 47 university students enrolled in two fourth-semester Spanish classes…
Descriptors: Computer Assisted Instruction, Grounded Theory, Vocabulary Development, Learning Experience
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Winter, Jennie; Cotton, Debby; Gavin, Joan; Yorke, Jon D. – ALT-J: Research in Learning Technology, 2010
This paper reports the findings of a small-scale study that documented the use of information technology for learning by a small group of postgraduate students. Our findings support current knowledge about characteristics displayed by effective e-learners, but also highlight a less researched but potentially important issue in developing…
Descriptors: Electronic Learning, Graduate Students, Learning Activities, Information Technology
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Robinson, Kathy – Computers & Education, 2010
The impacts that the lack of physical cues and non-verbal cues of emotional expression has on the student learning experience in text based online environments were targeted separately in this study. A questionnaire was constructed with separate items for non-verbal cues of emotional expression and cues to physical identity. The survey also…
Descriptors: Cues, Online Courses, Cooperation, Multivariate Analysis
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