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Deena Hicks – ProQuest LLC, 2021
According to the Entertainment Software Association (2020), 70% (51.1 million) of children under the age of 18 are gamers in the United States and consume an average of two and a half hours per day playing digital-based games, making these games one of the most widely known leisure activities worldwide. Today's Net Generation (Kindergarten through…
Descriptors: Middle School Students, Middle School Teachers, Educational Games, Computer Games
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Kuzu, Esat; Tural, Pinar; Bektas Çetinkaya, Yesim – Participatory Educational Research, 2022
Modular systems, which involve several self-contained modules where skills and knowledge are developed in separate units throughout the program, are gaining popularity in teaching English as a foreign language (EFL). This qualitative study aimed to reveal language instructors' and administrators' experiences and opinions about an online modular…
Descriptors: Educational Change, English (Second Language), Second Language Learning, Second Language Instruction
Bruder, Isabelle – Electronic Learning, 1993
Discusses the use of student assessment methods other than standardized tests. Topics addressed include the use of technology in assessment; performance-based assessment; the use of video; issues of technological equity; writing portfolios; and professional development to change educators' views of assessment. Five recent national studies on…
Descriptors: Alternative Assessment, Computer Assisted Testing, Educational Technology, Elementary Secondary Education