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van Doremalen, Joost; Boves, Lou; Colpaert, Jozef; Cucchiarini, Catia; Strik, Helmer – Computer Assisted Language Learning, 2016
The purpose of this research was to evaluate a prototype of an automatic speech recognition (ASR)-based language learning system that provides feedback on different aspects of speaking performance (pronunciation, morphology and syntax) to students of Dutch as a second language. We carried out usability reviews, expert reviews and user tests to…
Descriptors: Case Studies, Speech, Indo European Languages, Second Language Learning
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Kuiper, Els; de Pater-Sneep, Martie – Mathematics Education Research Journal, 2014
Drill-and-practice mathematics software offers teachers a relatively simple way to use technology in the classroom. One of the reasons to use the software may be that it motivates children, working on the computer being more "fun" than doing regular school work. However, students' own perceptions of such software are seldom studied. This…
Descriptors: Elementary School Mathematics, Elementary School Students, Drills (Practice), Student Attitudes
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Wijtmans, Maikel; van Rens, Lisette; van Muijlwijk-Koezen, Jacqueline E. – Journal of Chemical Education, 2014
Interactive teaching with larger groups of students can be a challenge, but the use of mobile electronic devices by students (smartphones, tablets, laptops) can be used to improve classroom interaction. We have examined several types of tasks that can be electronically enacted in classes and practical courses using these devices: multiple choice…
Descriptors: Student Interests, Student Participation, Lecture Method, Handheld Devices
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Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen – Simulation & Gaming, 2008
Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…
Descriptors: Higher Education, Educational Games, Learning Modules, Courseware