NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 4 results Save | Export
Tonks, Stephen M.; Magliano, Joseph P.; Schwartz, John; Kopatich, Ryan D. – Grantee Submission, 2021
In two studies, we explored the associations among situational reading-related competence beliefs and task value, inference strategies, comprehension during reading, and foundational skills in college age students. In Study 1, 93 participants from a community college completed assessments of comprehension and two types of inference strategies…
Descriptors: Inferences, Reading Processes, Reading Strategies, Community Colleges
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Sha, Isolde Hon Pei; Kalajahi, Seyed Ali Rezvani; Mukundan, Jayakaran – Advances in Language and Literary Studies, 2014
Videos are very versatile. They can act as a tool for listening that enhances listening experience for our students. Other than that, the actions, gestures, emotions, settings, etc, that is observed by students in a video can provide significant visual stimulus for the practice and production of the English language. The study also considers the…
Descriptors: Language Proficiency, English (Second Language), Gender Differences, Video Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Brooks, Catherine F.; Young, Stacy L. – Technology, Pedagogy and Education, 2015
This research focused on teacher communication behaviour as an influential factor in students' educational experiences. This study examined students' perceptions of emotion (involving teachers' emotional support, students' emotional work and students' positive emotional valence toward class and teacher) as influenced by a variety of predicting…
Descriptors: Online Courses, Electronic Learning, Teacher Behavior, Virtual Classrooms
Peer reviewed Peer reviewed
Direct linkDirect link
Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education