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Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
Exploring Students' Intention to Use LINE for Academic Purposes Based on Technology Acceptance Model
Van De Bogart, Willard; Wichadee, Saovapa – International Review of Research in Open and Distributed Learning, 2015
The LINE application is often conceived as purely social space; however, the authors of this paper wanted to determine if it could be used for academic purposes. In this study, we examined how undergraduate students accepted LINE in terms of using it for classroom-related activities (e.g., submit homework, follow up course information queries,…
Descriptors: Undergraduate Students, Educational Technology, Teaching Methods, Intention
Taylor, Charles; Tanter, Raymond – 1971
As presented in this report the basic purpose of CAIR (Computer-Aided International Relations Teaching) is to introduce university students and policy analysts in government agencies to substantive data analysis in the field of international studies. The student will be exposed to quantitative political science, learn the role and limitations of…
Descriptors: Computer Assisted Instruction, Computer Oriented Programs, Conflict Resolution, Data Analysis