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Bradley, Elizabeth G. – Journal of Educational Technology Systems, 2015
In this increasingly digital age, student plagiarism is rampant. Roughly half of college students admit to plagiarizing using content found online, directly copying and pasting the work of others. Digital technology and social media have greatly changed the landscape of how knowledge is acquired and disseminated; thus, students must be explicitly…
Descriptors: Prevention, Plagiarism, Computer Simulation, Teaching Methods
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Frydenberg, Mark – Interactive Technology and Smart Education, 2015
Purpose: This paper aims to argue that the process of making an original game develops digital literacy skills and provides an authentic learning experience as students create, publish and deploy interactive games. Teaching students to create computer games has become common in both K-12 and tertiary education to introducing programming concepts,…
Descriptors: Technological Literacy, Computer Games, Interactive Video, Programming
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Manches, Andrew; Duncan, Pauline; Plowman, Lydia; Sabeti, Shari – TechTrends: Linking Research and Practice to Improve Learning, 2015
Children's interaction with technology is evolving; increasingly there are devices that can capture and respond seamlessly to their everyday activity. This raises pertinent questions such as: how these technologies shape children's activity; how the data from their activity is used, and to what extent children, and their parents, are…
Descriptors: Internet, Information Technology, Computer Games, Childhood Attitudes
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Giraud-Carrier, François C.; Schmidt, Glen M. – Decision Sciences Journal of Innovative Education, 2015
When deciding whether to get on the freeway during rush hour, did you ever stop to consider that if you did so, you would slow everybody ELSE down? When we ask our students that question, they typically laugh--their only consideration is how long their own trip will take. When a decision maker does not account for all the costs or benefits…
Descriptors: Decision Making, Games, Computer Games, Computer Simulation
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Dincer, Ali – IAFOR Journal of Education, 2020
This study aims to understand the extent to which English as a foreign language learners use technology for their autonomous language learning beyond the classroom. With a cross-sectional survey design approach, the study focuses on learner characteristics. It first investigates the existing language learner profiles of 512 English major…
Descriptors: Informal Education, Information Technology, English (Second Language), Second Language Instruction
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Yürük, Nurcihan – Journal of Language and Linguistic Studies, 2020
Pronunciation is one of the main problems in language teaching and learning and it gets little attention. Most of students underestimate the importance of pronunciation considering that pronunciation is less important than other aspects of language. Many researchers investigated the weakness of pronunciation among students in all stages. However,…
Descriptors: Skill Development, Pronunciation Instruction, Computer Software, Pretests Posttests
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Baker, David Scott; Underwood, James, III; Thakur, Ramendra – Marketing Education Review, 2017
This study aimed to establish a pedagogical positioning of a business marketing simulation as a grounded learning teaching tool and empirically assess the dimensions of cognitive absorption related to grounded learning effectiveness in an iterative business simulation environment. The method/design and sample consisted of a field study survey…
Descriptors: Marketing, Simulation, Predictor Variables, Instructional Effectiveness
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Marvel, Michele D. – Journal of Educational Technology Systems, 2017
Understanding the factors that affect participation in online games will help educational game designers develop games that maximize participation. This study investigated whether introversion or extroversion, player motivation, and gender affected participation in online games. Participants (n = 400) completed a 50-item questionnaire about…
Descriptors: Educational Games, Video Games, Computer Games, Educational Technology
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Hatherly, Amanda – Community College Journal of Research and Practice, 2017
Teaching building science to community college students can be challenging given both the macro (houses change subject to varying seasons) and the micro (heat transfer, moisture movement) level of the topics taught. Simulations and games can provide a way of learning material that can otherwise be difficult for students to understand. In this…
Descriptors: Community Colleges, Two Year College Students, Building Design, Buildings
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Namgyel, Tshewang; Bharaphan, Khajornsak – Asia-Pacific Forum on Science Learning and Teaching, 2017
Photoelectric effect is regarded as one difficult topic in physics for science students because it is the abstract and multidimensional phenomenon. This study aims to develop the learning unit incorporated simulation and game with the 5E learning cycle for promoting the grade 12 science students' understanding of photoelectric effect and learning…
Descriptors: Computer Games, Computer Simulation, Grade 12, Physics
Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
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Jana, Bekešová; Iveta, Romanová – ICTE Journal, 2019
The paper focuses on six technological innovations which have influenced English language teaching and learning. Their potential is analysed and the way suggested how they could be creatively used. In the research part, authors introduce the most popular ones among English teachers and present those they would like to apply within the lessons.…
Descriptors: Instructional Innovation, Teaching Methods, English (Second Language), Second Language Learning
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Godwin-Jones, Robert – Language Learning & Technology, 2019
It has been repeatedly asserted in recent years that telecollaboration is such a powerful and effective tool for both second language acquisition (SLA) and fostering intercultural communication competence (ICC) that it should be regularly included in foreign language instruction (Çiftçi & Savas, 2018; Lewis & O'Dowd, 2016a; O'Dowd, 2016a;…
Descriptors: Intercultural Communication, Communicative Competence (Languages), Social Media, Teaching Methods
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Jensen, Signe Hannibal – Language Learning & Technology, 2019
Through the analytical lens of activity theory (Leontiev, 1978, Lantolf & Thorne, 2006), the present study investigates the uptake of affordances for language learning by young (ages 7-11) Danish children (N = 15) in their engagement with English language media in the digital wild. Drawing on ethnographic interviews (Spradley, 1979), during…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Computer Games
Allsop, Yasemin – Online Submission, 2019
This thesis examines children's thinking, learning and metacognition when designing their own computer games. The study aims to understand more about what kind of learning takes place, and how it emerges whilst children are authoring their own computer games. The aim is to get an insight into the cognitive processes students exercise that…
Descriptors: Computer Games, Thinking Skills, Metacognition, Learning Processes
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