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Petersen, Sobah Abbas; Procter-Legg, Emma; Cacchione, Annamaria – International Journal of Mobile and Blended Learning, 2014
This paper describes three case studies, where language learners were invited to use "LingoBee" as a means of supporting their language learning. LingoBee is a mobile app that provides user-generated language content in a cloud-based shared repository. Assuming that today's students are mobile savvy and "Digital Natives" able…
Descriptors: Case Studies, Second Language Learning, Computer Software, Technological Literacy
McLaren, Bruce M.; DeLeeuw, Krista E.; Mayer, Richard E. – Computers & Education, 2011
Should an intelligent software tutor be polite, in an effort to motivate and cajole students to learn, or should it use more direct language? If it should be polite, under what conditions? In a series of studies in different contexts (e.g., lab versus classroom) with a variety of students (e.g., low prior knowledge versus high prior knowledge),…
Descriptors: Feedback (Response), Test Items, Intervention, Intelligent Tutoring Systems
Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
Personalization Principle in Multimedia Learning: Conversational versus Formal Style in Written Word
Kurt, Adile Askim – Turkish Online Journal of Educational Technology - TOJET, 2011
The purpose of the study is to examine the effect of appropriately designed multimedia software for both conversational and formal styles with respect to various variables. The model of nonequivalent control group was used in the study. While the group studying with the multimedia material in formal style included 22 students, the other group…
Descriptors: Control Groups, Achievement Tests, Computer Software, Multimedia Instruction
Hwang, Wu-Yuin; Hsu, Guo-Liang – Turkish Online Journal of Educational Technology - TOJET, 2011
This study is aimed at investigating students' annotation behaviors and their effects on learning achievement with pre-reading (reading before class) exercises and Web-based sharing mechanisms. An 8-week quasi-experiment was conducted with 125 sixth-grade elementary school students. The study shows the following results. First, a significant…
Descriptors: Foreign Countries, Elementary School Students, Computer Assisted Instruction, Prior Learning
Hamade, Ramsey F.; Artail, Hassan A.; Sikstrom, Sverker – Journal of European Industrial Training, 2007
Purpose: The purpose of this exploratory study is to identify trainee attributes relevant for development of skills in 3D computer-aided design (CAD). Design/methodology/approach: Participants were trained to perform cognitive tasks of comparable complexity over time. Performance data were collected on the time needed to construct test models, and…
Descriptors: Computer Assisted Design, Correlation, Methods, Trainees
Dalton, Donna – Book Report, 1994
Presents a sampling of questions from a districtwide survey that was designed to determine elementary and secondary school librarians' prior knowledge about and use of computers and software; what software and hardware was available at each school and how it was used; training needs; and the interpretation of policies on purchasing. (LRW)
Descriptors: Computer Assisted Instruction, Computer Literacy, Computer Software, Elementary Secondary Education
Harrington, Jan L. – Collegiate Microcomputer, 1990
Examines data concerning computer literacy of incoming freshmen at Bentley College and discusses changes that are emerging in their computer backgrounds. High school computing resources are discussed; programing languages taught are examined; student experiences with computers and programing, drill and practice, games, and software are described;…
Descriptors: College Freshmen, Computer Assisted Instruction, Computer Games, Computer Literacy