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Jasmin Bastian; Christian Toth; Christina Wolf – International Association for Development of the Information Society, 2022
The authors developed, implemented, and evaluated a digital simulation game for media education in teacher training. The aim of the simulation game is to simulate decision-making processes in schools for the implementation of hybrid teaching in the context of the pandemic. The question is whether the participation in a digital simulation games…
Descriptors: Computer Games, Computer Simulation, Media Education, Blended Learning
Bahari, Akbar; Eamer, Allyson; Hughes, Janette – CALICO Journal, 2022
The use of educational technologies to teach a second language (L2) in general, and L2 vocabulary in particular, has mass appeal among computer-assisted language learning (CALL) practitioners. The main objective of the present study is to report the challenges and affordances of technologies used for computer-assisted vocabulary learning (CAVL),…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
Dina Altayevna Malgazhdarova; Gulzira Kabayevna Kenzhetayeva; Ismail Hakki Mirici – Novitas-ROYAL (Research on Youth and Language), 2024
A persistent issue exists in Kazakh higher education institutions regarding the nonsystematic approach to teaching grammar. Although some believe that grammar is acquired automatically, thus requiring no separate study, this sentiment may not be entirely accurate. Knowledge may sometimes be presented in an unsystematic manner, lacking structure…
Descriptors: Game Based Learning, Learning Activities, English (Second Language), Second Language Learning
Lee, JiHye; Lee, Hyun-Kyung; Jeong, Dabin; Lee, JiEun; Kim, TaeRyun; Lee, JiHyon – International Journal of Art & Design Education, 2021
Traditional museums of culture and history are failing to develop or make effective use of augmented reality (AR) technology. To address this deficit, the present study sought to develop online and offline experiential AR learning tools that would enable children to more fully explore museum artefacts. The study approach was based on the Blended…
Descriptors: Museums, Cultural Education, Computer Simulation, History Instruction
Chang, Wei-Lun; Yeh, Yu-chu – Technology, Pedagogy and Education, 2021
This study proposed a game-based instruction approach by using bingo games and a mobile application to investigate its effects on motivation, knowledge sharing and critical thinking ability during the learning of information management. The participants were 86 undergraduate students who participated in an 18-week experimental instruction of…
Descriptors: Blended Learning, Game Based Learning, Teaching Methods, Computer Software
An, Yunjo – International Journal of Technology in Education, 2021
This paper discusses the history of the instructional design and technology field in four major time periods: (1) 1900s-1930s, (2) World War II-1970s, (3) 1980s-1990s, and (4) 21st century. Since the 20th century has been discussed in detail in earlier works, this paper puts more focus on the 21st century section, which includes discussions of…
Descriptors: Instructional Design, Educational History, Social Media, Game Based Learning
Zamora-Polo, Francisco; Corrales-Serrano, Mario; Sánchez-Martín, Jesús; Espejo-Antúnez, Luis – Education Sciences, 2019
Innovative teaching strategies are designing a new and promising landscape in education. They fill lessons with creativity and imagination for either the students or teachers. This article addresses an attempt to make the approach to science easier in a nonscientific environment: primary education at university level. Gamification methodologies…
Descriptors: Active Learning, Teaching Methods, Computer Games, Student Motivation
Safapour, Elnaz; Kermanshachi, Sharareh; Taneja, Piyush – Education Sciences, 2019
Traditional teaching methods rely solely on the use of textbooks, but teaching effectiveness assessment methods have demonstrated that most students taught by this method do not absorb the course content up to the expected level. Multiple researchers have introduced nontraditional teaching methods, but there is no scientific consensus on the best…
Descriptors: Teaching Methods, Blended Learning, Course Objectives, Case Studies
Chen, Ching-Huei; Yeh, Hui-Chin – Technology, Pedagogy and Education, 2019
Student-generated questioning (SGQ) has been widely used to facilitate English learning in the Foreign Language classroom, with questions surrounding its quality and use in flipped classrooms remaining at the forefront of discussions. This study aims to explore the implications of integrating SGQ using a game-based learning platform named Kahoot,…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Blended Learning
Fleischmann, Katja – Design and Technology Education, 2021
The process of moving the physical design studio experience, where social interaction is a guiding principle, into a detached virtual environment during the COVID pandemic has prompted design educators to re-evaluate what constitutes a traditional studio-based learning system. This shift is based on classroom experiences after design educators…
Descriptors: Design, Studio Art, Teaching Methods, COVID-19
Rachayon, Suphatha; Soontornwipast, Kittitouch – English Language Teaching, 2019
The growth of Thailand's medical tourism industry has inevitably made English oral communication skills become increasingly important to Thai medical personnel, especially to nurses who have to act as medical mediators between doctors and patients. Thus, in order to prepare nursing students for their future career, it is necessary that English…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Nursing Education
Girmen, Pinar; Kaya, Mehmet Fatih – International Journal of Instruction, 2019
The purpose of this research is to enrich the process of developing the basic language skills of 4th grade students with digital story activities and games based on the Flipped Classroom Model (FCM). This study was conducted with 4th grade students in a Turkish course. It was based on action research. The Turkish courses were prepared according to…
Descriptors: Blended Learning, Turkish, Teaching Methods, Learning Processes
Alsowat, Hamad H. – English Language Teaching, 2020
This meta-analysis aims at investigating the impact of English language teaching practices on language outcomes. The literature search yielded 90 meta-analyses that were published between January, 1995 and December, 2019. The current study analyzed 90 meta-analysis and these studies comprised 3496 studies, 7870 effect sizes and nearly 700,000…
Descriptors: Meta Analysis, Evidence Based Practice, Second Language Learning, Second Language Instruction
Karaaslan, Hatice; Kilic, Nurseven; Guven-Yalcin, Gamze; Gullu, Abdulkadir – Turkish Online Journal of Distance Education, 2018
Many learners are now quite digitally skilled. However, this does not entail that they know how to learn through digital technologies. Therefore, establishing an interactive virtual learning platform that connects everyone together in a classroom environment and helping learners become familiar with such media might serve a set of purposes in any…
Descriptors: Synchronous Communication, Asynchronous Communication, Vocabulary Development, Educational Games
Lavrinenko, Iryna; Shevchenko, Iryna – Advanced Education, 2019
The article focuses on the issues of teaching turn-taking for ESP students in blended distance learning courses at B2 level. It lays the rationale for the use of film episodes of business interaction in distance learning highlighting turn-taking as an operational meta-discursive category. In multimodal cinematic discourse, turn-taking is performed…
Descriptors: English for Special Purposes, Second Language Learning, Second Language Instruction, Oral Language
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