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Rubleske, Joseph; Fletcher, Travis; Westerfeld, Brett – Journal of Instructional Pedagogies, 2020
Electronic sports (e-sports) can be defined as digital games played competitively for an audience (Hodge et al., 2017). With a global consumer base of roughly 450 million people and projected 2019 revenues of US$1.1 billion, the e-sports industry continues to grow (Pannekeet, 2019). Behind this growth is a thriving ecosystem which includes…
Descriptors: Computer Games, Athletics, Data Collection, Data Analysis
Alluhaidan, Ala; Abu-Taieh, Evon M. – International Education Studies, 2020
Abstract The rapid growth of technology and related fields has led to creation in academia to match the expansion demand for IT professionals. One of the current majors that attract attention in industry is cybersecurity. There is a great need for individuals who are skilled in cybersecurity to protect IT infrastructure. Coaching a…
Descriptors: Outcomes of Education, Computer Security, Information Technology, Computer Science Education
Southgate, Erica – Routledge, Taylor & Francis Group, 2020
"Virtual Reality in Curriculum and Pedagogy" explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book's original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed…
Descriptors: Computer Simulation, Technology Integration, Secondary Education, Secondary School Science
Chen, Xieling; Zou, Di; Xie, Haoran; Su, Fan – Language Learning & Technology, 2021
The advance of educational technologies and digital devices have made computer-assisted language learning (CALL) an active interdisciplinary field with increasing research potential and topic diversity. Questions like "what topics and technologies attract the interest of the CALL community?," "how have these topics and technologies…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Educational Research
Kruk, Mariusz – Innovation in Language Learning and Teaching, 2021
The present paper presents the results of a study which examined fluctuations in the levels of foreign language anxiety (FLA) in the virtual world Second Life (SL) and factors accounting for such changes as reported by a female student of English philology. The student participated in 14 sessions over the period of one semester. Using data…
Descriptors: Anxiety, Communication (Thought Transfer), Second Language Learning, Second Language Instruction
Rushton, Evan; Corrigan, Seth – Electronic Journal of e-Learning, 2021
21st Century Standards and the Deeper Learning movement emphasize the ability to think critically and solve complex problems, to work well in teams, and to communicate effectively. While traditional classroom activities can meet these objectives, digital games and simulations provide unique affordances. When designed to incorporate formative…
Descriptors: 21st Century Skills, Game Based Learning, Teaching Methods, Computer Games
Yildirim, Osman; Ozdener, Nesrin – International Journal of Technology in Education and Science, 2021
Computer games are effective instructional tools used in programming courses to increase students' motivation and engagement. This participatory action research aims to redesign the Object-Oriented Programming course in which the first author is both the instructor and researcher to make it more effective and efficient. In the first step of the…
Descriptors: Action Research, Programming, Computer Science Education, Computer Software
Canals, Laia – Foreign Language Annals, 2021
The present study examines the role that multimodality and translanguaging play in scaffolding oral interactions during language-related episodes (LREs) involving meaning negotiation. The oral tasks carried out using synchronous video-based computer-mediated communication were part of a tandem virtual exchange (Spain, Canada). The participants, 18…
Descriptors: Oral Language, Scaffolding (Teaching Technique), Nonverbal Communication, Code Switching (Language)
Gu, Lin; Davis, Larry; Tao, Jacob; Zechner, Klaus – Assessment in Education: Principles, Policy & Practice, 2021
Recent technology advancements have increased the prospects for automated spoken language technology to provide feedback on speaking performance. In this study we examined user perceptions of using an automated feedback system for preparing for the TOEFL iBT® test. Test takers and language teachers evaluated three types of machine-generated…
Descriptors: Audio Equipment, Test Preparation, Feedback (Response), Scores
Goode, Jennifer – Journal of Technical Writing and Communication, 2021
This descriptive narrative depicts an academic program that deploys a collaborative project model for delivering concurrent multimedia courses at the undergraduate and graduate levels. Applying this model, online master's students who are studying the management of technical communication activities remotely manage teams of on-campus undergraduate…
Descriptors: Graduate Students, Undergraduate Students, Online Courses, Management Development
Payne, Bryson R. – Journal of Cybersecurity Education, Research and Practice, 2019
With the rapid adoption of internet-connected and driver-assist technologies, and the spread of semiautonomous to self-driving cars on roads worldwide, cybersecurity for smart cars is a timely concern and one worth exploring both in the classroom and in the real world. Highly publicized hacks against production cars, and a relatively small number…
Descriptors: Computer Security, Motor Vehicles, Information Security, Artificial Intelligence
Zorrilla, David; Sánchez-Márquez, Jesús; García, Víctor; Fernández, Manuel – Journal of Chemical Education, 2019
Teaching and understanding the concepts related to ideal gases and their transformations is relatively uncomplicated. However, for science and engineering students, reaching an understanding of and assimilating the concepts related to real gases and their transformations is a more difficult goal. Backed by their considerable experience teaching…
Descriptors: Computer Simulation, Teaching Methods, Science Instruction, Scientific Concepts
Morales-Chicas, Jessica; Castillo, Mauricio; Bernal, Ireri; Ramos, Paloma; Guzman, Bianca L. – International Journal of Multicultural Education, 2019
The purpose of the present review was to identify culturally responsive education (CRE) tools and strategies within K-12 computing education. A systematic literature review of studies on CRE across 20 years was conducted. A narrative synthesis was applied to code the final studies into six themes: sociopolitical consciousness raising, heritage…
Descriptors: Computer Uses in Education, Programming, Culturally Relevant Education, Elementary Secondary Education
Goh, Joelene; Truman, Barbara; Barber, Daniel – Interactive Learning Environments, 2019
Identifying characteristics of individuals who will be negatively impacted by interactive learning environments (ILE) was explored in a field study conducted among learners whose high-stakes performance depended upon grasping training scenarios quickly. Gauging the appropriateness of computer-based simulations for individuals became a pedagogical…
Descriptors: Individual Differences, Computer Assisted Instruction, Educational Technology, Self Efficacy
Furtado, Pedro Gabriel Fonteles; Hirashima, Tsukasa; Hayashi, Yusuke – IEEE Transactions on Learning Technologies, 2019
Computer-assisted concept map building from provided pieces by using Kit-build is an activity which can promote comprehension and retention. However, users are burdened with searching for pieces and organizing the layout, which are believed to increase the overall cognitive load of the activity. In this paper, we describe the Airmap interface,…
Descriptors: Cognitive Processes, Difficulty Level, Concept Mapping, Reading Comprehension

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