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Lori Lye – ProQuest LLC, 2021
Duolingo is arguably the most popular language learning app available today, as measured by its metric of achieving 500 million downloads in 2020, yet remarkably little research has been conducted regarding its implementation or efficacy as a language-learning tool. The handful of studies that do exist have found positive outcomes, although…
Descriptors: Language Acquisition, Handheld Devices, Telecommunications, Computer Oriented Programs
Yu Yan – ProQuest LLC, 2019
Nowadays, our understanding of the role of educational assessments has shifted from summative assessments to formative assessments. Technology has played an important role in this transition, and computer-based assessments have become popular these days. Echoing this global transition, China's Ministry of Education (CMOE) initiated a reform in the…
Descriptors: Gamification, English (Second Language), Second Language Learning, Student Participation
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Yassin, Baderaddin; Abugohar, Mohammed Abdulgalil – Teaching English with Technology, 2022
The lack of opportunities to practice the English language outside the English as a Foreign Language (EFL) classroom can prevent English language learners (ELLs) from promoting their language proficiency to high standards. This lack makes the progress from one level of English to the next one a hard mission for Arab students. Subsequently,…
Descriptors: Gamification, Computer Assisted Instruction, Handheld Devices, Second Language Learning
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Cynthia Cipriano Bullard – Journal of Interdisciplinary Teacher Leadership, 2016
The terms gamification and game-based learning (GBL) are sometimes used interchangeably, but they are not the same. GBL combines video games with educational concepts that allow students to apply their knowledge in an augmented reality (Cheng, Kuo, Lou & Shih, 2012), while gamification is defined as a process: "using game thinking and…
Descriptors: Gamification, Game Based Learning, Differences, Motivation
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Timothy E. Allen; Shannon D. Barker – Biomedical Engineering Education, 2021
The COVID-19 induced abrupt transition to online learning that occurred in the Spring of 2020 presented particular challenges to the adaptation of hands-on laboratory courses in biomedical engineering. This paper describes the transition of such a course in one undergraduate program, assessment of this transition, and how this assessment has led…
Descriptors: COVID-19, Pandemics, Gamification, Laboratories
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Saida Affouneh Ed; Soheil Salha Ed; Ahmed Tlili Ed; Sameer Abu-Eisheh Ed – Lecture Notes in Educational Technology, 2023
This book offers authors' practices, initiatives, and experiences in sustaining their education during the pandemic from different countries, contexts, and political situations. It provides a future prediction for the education system in the world due to the transformation that happened in the post-COVID-19 era. Each chapter of the book is…
Descriptors: COVID-19, Pandemics, Cultural Differences, Electronic Learning
Online Learning Consortium, 2022
The purpose of this report is to explore global trends, emerging research, innovative models, and expert insights regarding the future of learning by detailing the present context of a rapidly changing and hyper-connected world. Our innovation framework for describing the future of digital learning, which emerged during the research process,…
Descriptors: Foreign Countries, Educational Technology, Online Courses, Electronic Learning
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Fahriye Altinay, Editor; Zehra Altinay, Editor – IntechOpen, 2024
Equality relies on inclusiveness. This is especially true in education. This book raises awareness of inclusiveness in learning and teaching environments. It discusses ways to achieve inclusiveness in education for those with intellectual and learning disabilities. The chapters examine inclusive learning and teaching strategies and approaches, as…
Descriptors: Intellectual Disability, Learning Disabilities, Equal Education, Inclusion
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Theo Bastiaens, Editor – Association for the Advancement of Computing in Education, 2024
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in Brussels,…
Descriptors: Educational Technology, Foreign Countries, Elementary Secondary Education, Electronic Learning
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Yang, Junfeng, Ed.; Liu, Dejian, Ed.; Kinshuk, Ed.; Tlili, Ahmed, Ed.; Chang, Maiga, Ed.; Popescu, Elvira, Ed.; Burgos, Daniel, Ed.; Altinay, Zehra, Ed. – Lecture Notes in Educational Technology, 2022
This book provides an archival forum for researchers, academics, practitioners, and industry professionals interested and/or engaged in the reform of the ways of teaching and learning through advancing current learning environments towards smart learning environments. It facilitates opportunities for discussions and constructive dialogue among…
Descriptors: Educational Technology, Audio Equipment, Information Dissemination, Synchronous Communication
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Chutiporn Anutariya Ed.; Dejian Liu Ed.; Kinshuk Ed.; Ahmed Tlili Ed.; Junfeng Yang Ed.; Maiga Chang Ed. – Lecture Notes in Educational Technology, 2023
This book collects the proceedings of the 7th International Conference on Smart Learning Environments (ICSLE2023), held in Bangkok, Thailand, as a hybrid conference from 31st Aug to 1st Sep 2023. The proceedings focus on the interplay between pedagogy and technology, and their fusion towards the advancement of smart learning for a sustainable…
Descriptors: Educational Technology, Electronic Learning, Sustainability, Student Satisfaction
Daniel Dante Anastasio – ProQuest LLC, 2015
The laboratory course is one of the most critical classes in any engineering program. Engineering by its very nature is a practical discipline, and the laboratory course is usually the first and only class where students are given the opportunity to apply the knowledge they are gaining in lecture courses to real-world equipment. As chemical…
Descriptors: Chemical Engineering, Learner Engagement, Laboratory Experiments, Teaching Methods
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Laura Cruz; John M. Penley – Journal of Teaching and Learning with Technology, 2014
Gamification is a subject of a great deal of conversations and advocates believe that the familiarity of gaming to the current student population gives it considerable potential to transform teaching and learning. The research literature presents a more ambiguous view and it remains to be seen whether or not gamifying instruction can significantly…
Descriptors: Gamification, Interdisciplinary Approach, Rural Colleges, General Education
William Blake Ford – ProQuest LLC, 2017
Appropriate and effective classroom management skills are critical in supporting students' academic, social, and behavior development in schools; however, teachers often cite needing help with classroom management as their greatest need. Given this concern, school psychologists need effective and efficient strategies to offer to teachers and…
Descriptors: Classroom Techniques, Student Behavior, Technology Uses in Education, Gamification
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Santiago Berrezueta Ed. – Lecture Notes in Educational Technology, 2023
The proceedings of the 18th edition of Latin American Conference on Learning Technologies (LACLO) demonstrates the developments in the research of learning science, learning resources, challenges and solutions. This Proceedings book showcases a collection of quality articles that explores and discusses trending topics in education in the upcoming…
Descriptors: Educational Technology, Active Learning, Design, Telecommunications
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