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Deena Hicks – ProQuest LLC, 2021
According to the Entertainment Software Association (2020), 70% (51.1 million) of children under the age of 18 are gamers in the United States and consume an average of two and a half hours per day playing digital-based games, making these games one of the most widely known leisure activities worldwide. Today's Net Generation (Kindergarten through…
Descriptors: Middle School Students, Middle School Teachers, Educational Games, Computer Games
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Rajiv Satsangi; Rachel H. Billman; Alexandra R. Raines; Anna M. Macedonia – Journal of Special Education, 2021
An established research base exists for using video modeling to teach students with severe disabilities. However, the application of this strategy for teaching academic skills to students with a learning disability is less known, particularly in secondary mathematics. Video modeling provides a resource for supplementary instruction using…
Descriptors: Algebra, Mathematics Instruction, Teaching Methods, Video Technology
Kailash Pem – Online Submission, 2021
The research study sought to determine the effect of tailored animated motion sequences on teaching, performance, visual orientation and visual literacy in biology learners. The animations were developed by the teacher-researcher and a team of biology teachers as per the Grade 8\Form 2 biology syllabus hence referring to the term "tailored…
Descriptors: Foreign Countries, Computer Assisted Instruction, Science Instruction, Secondary School Science
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Green, Nancy L. – International Journal of Artificial Intelligence in Education, 2017
This paper describes an educational argument modeling system, GAIL (Genetics Argumentation Inquiry Learning). Using GAIL's graphical interface, learners can select from possible argument content elements (hypotheses, data, etc.) displayed on the screen with which to construct argument diagrams. Unlike previous systems, GAIL uses domain-independent…
Descriptors: Persuasive Discourse, Feedback (Response), Inquiry, Computer Assisted Instruction
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Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2017
Game-based Computer-Assisted Language Learning (CALL) is an area that currently warrants attention, as task-based, interactive, multimodal games increasingly show promise for language learning. This area is inherently multidisciplinary--theories from second language acquisition, games, and psychology must be explored and relevant concepts from…
Descriptors: Educational Games, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
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Ward, Monica – Research-publishing.net, 2017
The term Intelligent Computer Assisted Language Learning (ICALL) covers many different aspects of CALL that add something extra to a CALL resource. This could be with the use of computational linguistics or Artificial Intelligence (AI). ICALL tends to be not very well understood within the CALL community. There may also be the slight fear factor…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Computational Linguistics, Natural Language Processing
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King, Matthew D.; Phillips, Paul; Turner, Matthew W.; Katz, Michael; Lew, Sarah; Bradburn, Sarah; Andersen, Tim; McDougal, Owen M. – Biochemistry and Molecular Biology Education, 2016
Computational molecular docking is a fast and effective "in silico" method for the analysis of binding between a protein receptor model and a ligand. The visualization and manipulation of protein to ligand binding in three-dimensional space represents a powerful tool in the biochemistry curriculum to enhance student learning. The…
Descriptors: Computation, Biochemistry, Science Instruction, Computer Assisted Instruction
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Stockwell, Glenn; Wang, Yijen – RELC Journal: A Journal of Language Teaching and Research, 2023
The impact of the COVID-19 pandemic has been varied, and while there was a clear upsurge in the use of technology in language and learning contexts during the worst lockdown periods, the long-term impact on technology usage remains to be seen. As has been widely noted, lockdowns forced teaching into remote modes, making technology indispensable.…
Descriptors: Barriers, Technological Literacy, Pedagogical Content Knowledge, COVID-19
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Priyadi, Ahmad; Kuswanto, Heru – Journal of Technology and Science Education, 2023
This research aims to: (1) develop a feasible Android-based comic media of Gajah Mungkur Dam, and (2) reveal the effectiveness of the developed comic media in improving mathematical representation and critical thinking abilities on the materials of work and energy. The research subjects are senior high school students, consisting of 262 students…
Descriptors: High School Seniors, Cartoons, Computer Games, Mathematics Instruction
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Alghasab, Maha; Alvarez-Ayure, Claudia Patricia – Computer Assisted Language Learning, 2023
Telecollaboration in the language classroom promotes both second-language development and Intercultural Communicative Competence (ICC). However, previous research identified its potential limitations, including instances of failure, misunderstanding, tension, and a reluctance to participate. The current study contributes to emerging literature…
Descriptors: Cultural Awareness, Intercultural Communication, Communicative Competence (Languages), Second Language Learning
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Yan, Xiaofang; Kim, Jungtae – Cogent Education, 2023
With the increasing popularity of computer-assisted language learning in the past decades, how to teach English reading in the new educational landscape created has become a challenge. Abundant literature has contributed to reading strategy instruction worldwide, however, empirical studies on computer-aided schema strategy training for Chinese…
Descriptors: Schemata (Cognition), Case Studies, Reading Comprehension, Cognitive Mapping
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Zhai, Na; Ma, Xiaomei – Journal of Educational Computing Research, 2023
Automated writing evaluation (AWE) has been frequently used to provide feedback on student writing. Many empirical studies have examined the effectiveness of AWE on writing quality, but the results were inconclusive. Thus, the magnitude of AWE's overall effect and factors influencing its effectiveness across studies remained unclear. This study…
Descriptors: Writing Evaluation, Feedback (Response), Meta Analysis, English (Second Language)
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Hong, Jon-Chao; Lin, Chien-hung; Tsai, Ya-hsun; Tai, Kai-Hsin – Language Learning Journal, 2023
This study explores the relationship between the experience of confusion and the outcomes of Chinese character learning by learners of Chinese as a heritage language (CHL). Based on the claim that impasses triggering confusion can lead to deeper learning of conceptually difficult material, the study employed three impasse-driven tasks. The tasks…
Descriptors: Chinese, Orthographic Symbols, Heritage Education, Native Language Instruction
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Brevik, Lisbeth M.; Holm, Thea – ELT Journal, 2023
Connecting informal and formal language teaching and learning has gained prominence as a way to understand language development among teenagers, but questions remain regarding its application in L2 contexts. This study investigates the significance of such connections in two L2 English classes taught by the same teacher, where students were…
Descriptors: Second Language Learning, Second Language Instruction, Teaching Methods, Informal Education
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Andrea Révész; Matthew Stainer; Jookyoung Jung; Minjin Lee; Marije Michel – Language Learning & Technology, 2023
Eye-tracking is primarily used as a tool to capture attentional processes in second language (L2) research. However, it is feasible to design visual displays that can react to and interact with eye-movements in technology-mediated contexts. We explored whether gaze-contingency can foster L2 development by drawing attention to novel words…
Descriptors: Eye Movements, Second Language Learning, Second Language Instruction, Attention Control
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