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Walsh, Rupert – Advances in Language and Literary Studies, 2021
Mobile Assisted Language Learning (MALL) is now common in extra-curricular language learning, but, more recently, teachers have increasingly sought ways to utilise MALL as a communicative classroom tool. Research into the extent that MALL can transform a whole communicative language course, and learners' impressions of such courses, is scarce.…
Descriptors: Teaching Methods, Communicative Competence (Languages), Computer Assisted Instruction, Telecommunications
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Korkmaz, Sezen; Öz, Hüseyin – International Online Journal of Education and Teaching, 2021
With the advent of technology over the past decade, teachers have started to incorporate live games into second or foreign language (L2) teaching to create an active learning environment and thus keep learners engaged in learning tasks. The present study reports on the findings of an investigation into the impact of the online "Kahoot!"…
Descriptors: Computer Software, Teaching Methods, Second Language Learning, Second Language Instruction
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Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
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Cox, Eric – Journal of Political Science Education, 2021
This paper presents results from a comparative analysis of two sections of Introduction to International Politics, one of which used a traditional research paper as a supplemental assignment and one that used the Statecraft online simulation. Both sections were taught during the same semester and used common lecture notes, PowerPoint slides, exam…
Descriptors: Educational Games, Foreign Policy, International Relations, Political Science
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Zabolotna, Oksana; Zagoruiko, Liudmyla; Panchenko, Ielyzaveta; Plotnikov, Yevhen – Advanced Education, 2021
This paper presents mixed-method research on teaching vocabulary online using a combination of quantitative (bibliometric approach) and qualitative (expert evaluation based on Delphi technique) methods to answer three research questions: Which tools in teaching language with technology have been described in research publications? Which tools are…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
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Li, Qing; Pustaka, Arkhadi – Educational Research, 2017
Background: Cyberbullying is connected with online gaming in complex ways. Although cyberbullying can occur while people play games, it is also the case that gaming may have the potential to address cyberbullying and bullying problems. Purpose: This study examines young adults' beliefs and experiences related to cyberbullying and gaming. Sample:…
Descriptors: Bullying, Computer Mediated Communication, Attitude Measures, College Students
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Johnson, Claire – International Journal of Computer Science Education in Schools, 2017
"Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using Game Maker can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on the learning…
Descriptors: Foreign Countries, Computer Games, Educational Technology, Technology Uses in Education
Brown-Turner, Jasmine – ProQuest LLC, 2017
Edutainment refers to curriculum and instruction designed with a clear educational purpose, including multi-faceted virtual learning game design. Tools such as the Jacob's Ladder pre-production design tactic have been developed to ensure that voices of both engineers and educators are heard. However, it is unclear how development team members…
Descriptors: Computer Games, Phenomenology, Computer Software, Computer Simulation
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Yeh, Y. -c.; Lin, C. S. – Journal of Computer Assisted Learning, 2018
Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player-related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual…
Descriptors: Goal Orientation, Academic Achievement, Structural Equation Models, Self Efficacy
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Alontaga, Jasper Vincent Q. – Education Sciences, 2018
Access to computer technology is essential in developing 21st century skills. One venue that serves to bridge the gap in terms of access is internet shops (also known cybercafés or internet cafés). As such, it is important to examine the type of activities internet shop users engage in and how they develop and relate to their e-learning readiness.…
Descriptors: Internet, Electronic Learning, Learning Readiness, Access to Computers
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Hoyles, Celia – Research in Mathematics Education, 2018
This article argues that mathematical knowledge, and its related pedagogy, is inextricably linked to the tools in which the knowledge is expressed. The focus is on digital tools and the different roles they play in shaping mathematical meanings and in transforming the mathematical practices of learners and teachers. Six categories of digital…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Change, Educational Technology
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Sheehan, Kelly Jean; Hightower, Brianna; Lauricella, Alexis R.; Wartella, Ellen – European Journal of STEM Education, 2018
Children's learning of science, technology, engineering, and mathematics (STEM) is important for their achievement in related fields. Before formal schooling, families can expose children to STEM by sharing knowledge and influencing children's use of learning tools, including media. We investigated whether parent attitudes towards STEM media and…
Descriptors: STEM Education, Preschool Children, Mathematics Skills, Science Process Skills
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Stevenson, Clinton D.; Porter, Kinsey; Stevenson, Kathryn T. – Journal of Food Science Education, 2018
Understanding the role of food science education in developing undergraduate students' intentions to implement Good Manufacturing Practices (GMPs) may be a key strategy in developing the workforce's implementation of GMPs and other food safety programs. Previous research has demonstrated the effects of educational interventions on planned food…
Descriptors: Undergraduate Students, Foods Instruction, Food Service, Manufacturing
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Lee, Ju Seong; Xie, Qin – Innovation in Language Learning and Teaching, 2023
Purpose: This study (1) used a person-centered approach to identify specific subgroups of 1,265 EFL learners who participated in Informal Digital Learning of English (IDLE) activities, and (2) looked at how different IDLE profiles are related to important affective variables. Design/Methodology: To identify IDLE profiles, we used cluster analysis.…
Descriptors: Affective Behavior, Second Language Learning, Second Language Instruction, English (Second Language)
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