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Showing 1 to 15 of 16 results Save | Export
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Yizhen Wang; Xiaolu Wang – Education and Information Technologies, 2024
Augmented Reality (AR) technology, as one of the emerging innovative technologies, is proven to have the potential to facilitate second language acquisition in terms of contextualized visualization and learning interactivity. Nevertheless, no empirical research has been conducted on the use of an AR-assisted approach to help adult Chinese language…
Descriptors: Chinese, Second Language Learning, Second Language Instruction, Adult Students
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Chen, Julian ChengChiang – Australian Review of Applied Linguistics, 2021
This study intends to examine English as a foreign language (EFL) learners' attitudes toward practicing English in Second Life (SL) and to unpack the effects of avatar identities on EFL learners' sense of self-efficacy and language practices. Nine EFL learners worldwide participated in a task-based course in SL, using avatars to carry out…
Descriptors: Computer Simulation, Identification (Psychology), Self Efficacy, Language Usage
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Saadatzi, Mohammad Nasser; Pennington, Robert C.; Welch, Karla C.; Graham, James H. – Journal of Special Education Technology, 2018
The authors of the current investigation developed and evaluated the effects of a tutoring system based on a small-group arrangement to two young adults with autism spectrum disorder on the acquisition, maintenance, and generalization of sight words. The tutoring system was comprised of a virtual teacher to instruct sight words, and a humanoid…
Descriptors: Autism, Pervasive Developmental Disorders, Robotics, Computer Simulation
Castillo, Maria Iliana – ProQuest LLC, 2016
This dissertation addressed the question of how the virtual world of Second Life used in combination with a distance learning course platform contributed to improving the oral communication skills of adult learners in an English as a second language context. Over recent years, research in the field has attempted to explore the different classroom…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Simulation
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Parsons, Anastassia – Research in Post-Compulsory Education, 2017
The research examines further education (FE) students' engagement with virtual learning environments (VLEs) and, in particular, the barriers that may affect the students' access and use of Moodle. To date, existing research related to VLEs has been conducted primarily within higher education (HE) contexts. In contrast, this study explores the…
Descriptors: Computer Simulation, Access to Education, Continuing Education, Student Needs
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Forbes, Sharleen – Journal of Statistics Education, 2014
Many adults who need an understanding of statistical concepts have limited mathematical skills. They need a teaching approach that includes as little mathematical context as possible. Iterative participatory qualitative research (action research) was used to develop a statistical literacy course for adult learners informed by teaching in…
Descriptors: Workplace Learning, Curriculum Development, Action Research, Inferences
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Ros i Solé, Cristina – Language Learning Journal, 2013
Language learners' increased mobility and the ubiquity of virtual intercultural encounters has challenged traditional ideas of "cultures". Moreover, representations of cultures as consumable life-choices has meant that learners are no longer locked into standard and static cultural identities. Language learners are better defined as…
Descriptors: Second Language Learning, Self Concept, Intercultural Communication, Computer Simulation
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Whitton, Nicola – Electronic Journal of e-Learning, 2012
Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and…
Descriptors: Educational Games, Adult Students, Teaching Methods, Computer Games
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Zandieh, Zeinab; Jafarigohar, Manoochehr – English Language Teaching, 2012
The present study investigated comprehension, immediate and delayed vocabulary retention under incidental and intentional learning conditions via computer mediated hypertext gloss. One hundred and eighty four (N = 184) intermediate students of English as a foreign language at an English school participated in the study. They were randomly assigned…
Descriptors: Vocabulary Development, Incidental Learning, English (Second Language), Second Language Learning
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Keskitalo, Tuulikki – Australasian Journal of Educational Technology, 2012
Expectations for simulations in healthcare education are high; however, little is known about healthcare students' expectations of the learning process in virtual reality (VR) and simulation-based learning environments (SBLEs). This research aims to describe first-year healthcare students' (N=97) expectations regarding teaching, studying, and…
Descriptors: Foreign Countries, Adult Learning, Adult Students, Expectation
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Baek, Youngkyun; Whitton, Nicola – IGI Global, 2013
In K-12 classrooms, as well as on the college and university level, the incorporation of digital games has played a vital role in the educational system. While introducing teachers to new fields, these digital games have been designed and implemented for the classroom and have shown positive results at a variety of educational levels. Cases on…
Descriptors: Foreign Countries, Educational Technology, Student Attitudes, Second Language Learning
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Toon, Andrew John; Samir, Attallah; Kheng, Jennifer Huang Mui; Chew, Lim Kin; Vythilingam, Moorthy; Kiat, Stephen Low Wee – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to investigate the blended learning preferences under which adult students study mathematics, electronics and industry certificate examinations like project management and e-SAP (systems, applications and products). Design/methodology/approach: The study is based on four case studies in mathematics,…
Descriptors: Foreign Countries, Electronic Learning, Educational Technology, Blended Learning
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Libbon, Stephanie – Unterrichtspraxis/Teaching German, 2004
Using task-based exercises that required web searches and online activities, this course introduced non-traditional students to the sights and sounds of the German culture and language and simultaneously to computer technology. Through partner work that required negotiation of the net as well as of the language, these adult beginning German…
Descriptors: Travel, Computer Simulation, Computers, Internet
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Miller, Megan; Hegelheimer, Volker – Interactive Technology and Smart Education, 2006
Despite their motivational appeal to learners, innovative and technologically advanced computer simulation games targeting native English speakers frequently remain beyond the competence of ESL learners as independent didactic tools. Guided by Chapelle's (2001) criteria for determining CALL task appropriateness, this paper illustrates how the…
Descriptors: Feedback (Response), Vocabulary Development, English (Second Language), Second Language Learning
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