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Amy Esther Kuiken – ProQuest LLC, 2024
The cybersecurity landscape in the United States has rapidly evolved, marked by risk and novel threats (Georgescu, 2021; Siraj et al., 2021). Today, security mindsets are "widely accepted in the computer security community as … essential … for successful cybersecurity practice" (Peterson, 2021, para. 1), valuable to aspiring…
Descriptors: Second Language Learning, Second Language Instruction, Information Security, Computer Security
Adeli Ynostroza-Ochoa; Sylvia Celedón-Pattichis; Marios S. Pattichis; Irán Tovar; Melissa Ibarra – International Journal of Multicultural Education, 2025
Although there have been efforts to broaden the participation of underrepresented students in Science, Technology, Engineering, and Mathematics (STEM), few studies have focused on how Latine bilingual students in rural contexts can access computer programming. The purpose of this case study is to examine how translanguaging facilitates…
Descriptors: Computer Science Education, Code Switching (Language), Second Language Learning, Native Language
Jintao Yang; Geng Liang; Wei Zhang – International Journal of Web-Based Learning and Teaching Technologies, 2025
Although learner interactions in forums are well-documented, research on instructor engagement strategies in MOOC forums and their impact on forum dynamics is limited. This study offers a distinctive approach by categorizing instructor strategies into four types: communicative, integrative, task-oriented, and non-interventionist. Six prominent…
Descriptors: MOOCs, Teacher Student Relationship, Plagiarism, Active Learning
Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
Kabak, Kadir – Participatory Educational Research, 2021
The impact of developing technologies is also observed in educational environments where many digital content-based applications are used. When the studies conducted are examined, it is seen that the applications where digital content is presented to students constitute the majority. However, considering the 21st century skills, more is needed to…
Descriptors: Student Developed Materials, Computer Games, Computer Science Education, Computer Assisted Instruction
Xiaoyu Xu; Siân Alsop; Helen Tsui – Language and Education, 2024
Although digital advances have enabled hundreds of universities to offer massive open online courses (MOOCs) to millions of students worldwide, the high dropout rate on these MOOCs indicates a disjunct between the potential of the offer and the success of its uptake. Many studies point to issues relating to interpersonal connection as a major…
Descriptors: MOOCs, Computer Science Education, Engineering Education, Dropout Rate
Ahmed Khawaji – Educational Process: International Journal, 2025
Background/purpose: This experimental case study explores professional motivation in learning English among Computer Information Technology (CIT) students at an applied college in Saudi Arabia. The study investigates how motivational drivers, integrated with pedagogical intervention, influence language learning. Materials/methods: A total of 120…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Computer Science Education
Janine J. Darragh; Gina Mikel Petrie; Stan Pichinevskiy – International Journal of Designs for Learning, 2021
Educative Curriculum Materials (ECMs) are teaching materials that have the dual function of providing learning activities to students and providing professional development to the teachers that use them. Answering a call for professional development opportunities, and with input from English teachers in rural Nicaraguan schools, the designers…
Descriptors: Computer Software, Second Language Learning, Second Language Instruction, English (Second Language)
Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Blake, John – Research-publishing.net, 2020
This article describes the development of a tense and aspect identifier, an online tool designed to help learners of English by harnessing a natural language processing pipeline to automatically classify verb groups into one of 12 grammatical tenses. Currently, there is no website or application that can automatically identify tense in context,…
Descriptors: Verbs, Computer Software, Teaching Methods, Computer Assisted Instruction
Lin, Yen-Yu – Taiwan Journal of TESOL, 2023
This study examined the effectiveness of guided data-driven learning (DDL) activities on helping technological university students with a lower-intermediate proficiency level to learn grammar and vocabulary topics for the TOEIC test. The question of whether inductive learners make more progress than deductive learners was also addressed. A total…
Descriptors: Grammar, Teaching Methods, Second Language Learning, English (Second Language)
Simanjuntak, Risa Rumentha – Teaching English with Technology, 2020
This study investigated the experiences of students in learning specific academic English vocabularies (ESAP) through the use of a mobile dictionary called SPEARA. The mobile app was designed to help the students learn the use of specific words, providing definitions and examples of use from authentic sources. The study aimed at identifying points…
Descriptors: Academic Language, English for Academic Purposes, Second Language Learning, Second Language Instruction
Adrian Curaj; Cezar Hâj; Cosmin Holeab; Irina Geanta; Alina Iura; Dorin Cote?; Oana ?în?ar – European Union, 2025
The present report overseen by the Executive Agency for Higher Education, Research, Development and Innovation Funding (UEFISCDI) on behalf of the European Commission and the European Education and Culture Executive Agency as part of the contract for the implementation of the European Digital Education Hub, is the third report in a series…
Descriptors: Foreign Countries, Educational Innovation, Electronic Learning, Educational Practices
Gren, Lucas – IEEE Transactions on Education, 2020
Contribution: A flipped classroom approach to teaching empirical software engineering increases student learning by providing more time for active learning in class. Background: There is a need for longitudinal studies of the flipped classroom approach in general. Although a few cross-sectional studies show that a flipped classroom approach can…
Descriptors: Flipped Classroom, Teaching Methods, Masters Programs, International Education
Blake, John – RELC Journal: A Journal of Language Teaching and Research, 2020
A purpose-built online error detection tool was developed to provide genre-specific corpus-based feedback on errors occurring in draft research articles and graduation theses. The primary envisaged users were computer science majors studying at a public university in Japan. This article discusses the development and evaluation of this interactive,…
Descriptors: Feedback (Response), Usability, Error Analysis (Language), Computational Linguistics

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