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Chetna Gupta; Varun Gupta – IEEE Transactions on Education, 2024
Contribution: This article demonstrates and illustrates the implication of design-based learning (DBL) and plan, do, check, and act (PDCA) methodology to foster creativity, critical thinking, collaborative decision making, and communication skills ("C4") with realistic constraints, theory, and practical implementation in higher…
Descriptors: Engineering Education, Skill Development, Job Skills, Teaching Methods
Du, Yao; Lubniewski, Kathryn; Price, Lori; Breslin, Grace; Thomson, Paula; Jinadasa, Natashka; Soni, Nikita – International Journal of Language & Communication Disorders, 2023
Background: Children with communication disorders experience difficulty in one or more areas of articulation and speech, language, fluency, voice and social communication, and they work with speech-language pathologists (SLPs) to improve their communication. With the rise of adoption and use for mobile applications among special education and…
Descriptors: Pediatrics, Computer Software, Learning Experience, Handheld Devices
Aldha Williyan; Sri Wuli Fitriati; Hendi Pratama; Zulfa Sakhiyya – Teaching English with Technology, 2024
This research explores the collaboration between Indonesian English as a Foreign Language (EFL) educators and Artificial Intelligence (AI) in content development. Employing a qualitative approach, semi-structured interviews were conducted to delve into the perspectives, experiences, and interactions of educators in the realm of AI-enhanced content…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence
Cooper, Lynn O.; Sietman, Rebecca Border; Vessey, John – Basic Communication Course Annual, 2021
Declining enrollments and increased competition for college students have emphasized the need to demonstrate students are learning what we think they are learning. Taking a longitudinal look at speech evaluations from the basic course, this study tracked student learning gains in each rubric area on speeches evaluated between 2009-2019. Using a…
Descriptors: Oral Language, Speech Communication, Longitudinal Studies, College Students
Warrick, Andrew; Woodward, Heather – Research-publishing.net, 2021
In this preliminary research study, Japanese university students created two dimensional (2D) interactive posters and 360° Virtual Reality (VR) presentations using Thinglink software. Students can use Thinglink software to annotate images with photos, videos, and descriptions. Researchers explore the extent to which students believed that creating…
Descriptors: Visual Aids, 21st Century Skills, Critical Thinking, Thinking Skills
Triana, Mailis; Zubainur, Cut Morina; Bahrun – Journal of Research and Advances in Mathematics Education, 2019
Students' skills in expressing mathematical ideas in various ways have not met the expectation. Teachers need to apply the learning providing students' opportunities to present their mathematical ideas. Utilizing the Brain-Based Learning (BBL) approach with Autograph can help students develop their mathematical communication skills. The purpose of…
Descriptors: Mathematics Skills, Communication Skills, Teaching Methods, Brain
Šablis, Aivars; Gonzalez-Huerta, Javier; Zabardast, Ehsan; Šmite, Darja – ACM Transactions on Computing Education, 2019
Global software engineering has changed the way software is developed today. To address the new challenges, many universities have launched specially tailored courses to train young professionals to work in globally distributed projects. However, a mere acknowledgment of the geographic, temporal, and cultural differences does not necessarily lead…
Descriptors: Toys, Teaching Methods, Learning Activities, Global Approach
Aitziber Elejalde – Journal of English Teaching, 2024
This paper is focused on the development of a didactic proposal for English students in the Basque Country. Specifically for students in the 1st year of "Bachillerato" with Spanish and Basque as their L1 and English as their L2 which aims to improve their communication skills, especially oral abilities and pronunciation, through the use…
Descriptors: Video Technology, Captions, Teaching Methods, English (Second Language)
Chiablaem, Parichat – Shanlax International Journal of Education, 2021
During the COVID-19 dilemma, all educators worldwide have been alerted by the alarm clock of urgent online teaching and learning. This leads to a curiosity of which online tools are suitable for the online learning contexts, especially for English classrooms where there are more than just lecturing, but also practicing English skills. Google…
Descriptors: Educational Technology, Technology Uses in Education, School Closing, COVID-19
Petkov, Sergey; Savishchenko, Viktoriia M.; Semenyshyna-Fihol, Bohdana; Poda, Tetiana A.; Chaika, Iryna M. – Journal of Education and e-Learning Research, 2020
This study deals with solving the current problem of pedagogy of high school -- consolidation of theoretical and practical approaches to ensure the quality of professional training of law students. According to the author, the introduction of simulation modelling technologies in training courses allows enhancing interdisciplinarity in teaching,…
Descriptors: Law Students, Courts, Interdisciplinary Approach, Computer Software
Schiele, Kristen; Chen, Steven – Marketing Education Review, 2018
The purpose of this article is to demonstrate how marketing educators can utilize the design-thinking process to create an engaged, high-impact learning experience for students. The guidelines of the assignment outlined in this article show how marketing students can utilize the design-thinking process in order to create a mobile application that…
Descriptors: Marketing, Computer Software, Teaching Methods, Design
Wood, Susannah M.; Szymanski, Antonia – Gifted Child Today, 2020
Gifted adolescents may identify as "gamers" who create avatars to navigate video games and cell phone apps. Avatars provide a unique venue through which gifted teens can explore the issues of self and identity in a critical time of their development. The purpose of this article is to (a) provide an overview of what avatars are, (b)…
Descriptors: Video Games, Self Concept, Telecommunications, Handheld Devices
Batdi, Veli; Elaldi, Senel – International Journal of Research in Education and Science, 2020
This study aims to determine the effect of drama on social communication skills through the use of quantitative and qualitative research methods in a holistic approach. In the quantitative part of the research both the metaanalytic method and descriptive study were used. In the meta-analysis phase, 24 studies (2 articles, 19 MA theses and 3 Ph.D.…
Descriptors: Interpersonal Competence, Drama, Teaching Methods, Instructional Effectiveness
Song, Min Jeong – International Journal of Technology and Design Education, 2020
In recent 5 years, digital fabrication technologies have not only advanced rapidly but have also become more user-friendly and affordable, especially regarding their educational uses. Due to these technologies' capability to link virtual and physical making, educators have extensively discussed their potential impact on fostering a…
Descriptors: Design, Teaching Methods, Creativity, Textiles Instruction
Gatzoulis, Christos – International Journal of Game-Based Learning, 2020
This paper presents a pilot study on the evaluation of instruments for data gathering for an epistemic game development competition for high school students. The initial results show that a significant percentage of the students who participated in the competition appear to exhibit a skillset of professional attitude, software-related knowledge,…
Descriptors: Epistemology, Teaching Methods, Game Based Learning, Computer Software