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I-Fan Liu; Hui-Chun Hung; Che-Tien Liang – Interactive Learning Environments, 2024
With the rise of big data, artificial intelligence, and other emerging information technologies, an increasing number of students without computer science (CS) backgrounds have begun to learn programming. Programming is considered a complex task for beginners, and instructors find it difficult to quickly address all the problems that students…
Descriptors: Programming, Student Attitudes, Blended Learning, Video Technology
Jazzmyn M. Ivery-Robinson – ProQuest LLC, 2024
This exploratory sequential mixed methods study explored how African American, Asian/Pacific Islander, Latino/Hispanic, and Native American (ALANA) students develop a sense of belonging within higher education at one private, Predominantly White Institution (PWIs) within the United States when co-curricular programs are offered within the…
Descriptors: Extracurricular Activities, African American Students, Asian American Students, Hispanic American Students
Toshiyuki Hasumi; Mei-Shiu Chiu – Cogent Education, 2024
As technology use has become the norm in education, this bibliometric analysis of technology-enhanced language learning (TELL) aims to reveal its current state-of-the-art and emerging trends. Analysis of 1,816 publications (1,745 articles and 71 reviews) from Web of Science demonstrated growing interests in the field and core publications in the…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Computer Assisted Instruction
Simin Ren; Paul Seedhouse – Classroom Discourse, 2024
We present "doing language testing" sequences; L2 learners decide for themselves to test themselves or each other explicitly on new linguistic items, outside the official task cycle with no professional present, investing extra time and energy. We examine how and why pairs of learners do this, and its impact on their learning. They use…
Descriptors: Second Language Learning, Second Language Instruction, Language Tests, Computer Software
Runtong He; De Dong – International Journal of Adult Education and Technology, 2024
With the enhancement of internet medium and development of science and technology, interactive technologies have gradually emerged in the field of language education. However, previous empirical studies and meta-analyses have focused on the impact of specific types of technologies. Therefore, this study aims to comprehensively synthesize the…
Descriptors: Meta Analysis, Second Language Learning, Second Language Instruction, Teaching Methods
Yankun He; Kenan Xiao – American Association for Adult and Continuing Education, 2024
ChatGPT is revolutionizing education by offering innovative learning methodologies and expanding accessibility to language learning. Existing studies stated that exposure to language-rich environments can help learners study a new language. ChatGPT can potentially increase language learning outcomes and performances by providing real-time…
Descriptors: Artificial Intelligence, Computer Software, Learning Processes, Second Language Learning
Sunil Dehipawala; Kelvin Yao; Todd Holden; Tak Cheung – International Society for Technology, Education, and Science, 2024
The damped harmonic oscillator physics problem is a standard oscillation problem in calculus physics for pre-engineering students in a community college. The use of alternative linear algebra eigenvalue stability method is consistent with the upper engineering courses using control theory. The external force and friction damping would become the…
Descriptors: Physics, Science Instruction, Teaching Methods, Web Sites
Karim Shabani; Iman Bakhoda – Language Teaching Research Quarterly, 2024
The introduction of Vygotsky's sociocultural theory (SCT) into the second language (L2) domain provides a potential site to explore the mechanisms underlying L2 learners' cognitive modification and the transformation of social understanding into the personal one. This study provided a picture of L2 personalization in two groups of advanced and…
Descriptors: Sociocultural Patterns, Learning Theories, Second Language Learning, Second Language Instruction
Teena L. Martin – ProQuest LLC, 2024
This study investigated the understudied area of virtual reality (VR) creation among elementary-aged youth, exploring their engagement in VR creation and the ways in which educators can facilitate this creative process. Using an embedded case study, the researcher examined how the youth visualize writing using the VR creation tool, CoSpaces. To…
Descriptors: Computer Simulation, Elementary School Students, Grade 3, Grade 4
David James Woo; Hengky Susanto; Chi Ho Yeung; Kai Guo; April Ka Yeng Fung – Language Learning & Technology, 2024
English as a foreign language (EFL) students' use of artificial intelligence (AI) tools that generate human-like text may enhance students' written work. However, the extent to which students use AI-generated text to complete a written composition and how AI-generated text influences the overall writing quality remain uncertain. 23 Hong Kong…
Descriptors: Artificial Intelligence, Writing Instruction, English Language Learners, English (Second Language)
Carol Edwards; Liz Hardie – Distance Education, 2024
There has been much interest in how to develop a sense of belonging to an academic institution over the last twenty years, given the evidence that this improves student retention, satisfaction and attainment. Fostering a sense of belonging involves both psychological and sociological aspects; students need to feel like they belong and are valued…
Descriptors: Sense of Community, Computer Mediated Communication, Computer Assisted Instruction, Interpersonal Relationship
Pedagogical Framework for Cultivating Children's Data Agency and Creative Abilities in the Age of AI
Juho Kahila; Henriikka Vartiainen; Matti Tedre; Eetu Arkko; Anssi Lin; Nicolas Pope; Ilkka Jormanainen; Teemu Valtonen – Informatics in Education, 2024
The integration of artificial intelligence (AI) topics into K-12 school curricula is a relatively new but crucial challenge faced by education systems worldwide. Attempts to address this challenge are hindered by a serious lack of curriculum materials and tools to aid teachers in teaching AI. This article introduces the theoretical foundations and…
Descriptors: Personal Autonomy, Data, Children, Creativity
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Kuo-Wei Kyle Lai; Hao-Jan Howard Chen – Interactive Learning Environments, 2024
Automatic speech recognition (ASR) technology affords language learners the ability to evaluate their pronunciation accuracy by comparing their intended spoken output with the transcribed text produced by ASR-based dictation applications. However, earlier dictation tools were criticized for producing low level recognition rates for non-native…
Descriptors: Computer Software, Computer Assisted Instruction, Technology Uses in Education, Assistive Technology
Naoko Taguchi – Language Teaching, 2024
Learning pragmatics involves learning linguistic forms and their communicative functions as well as the context where the form-function relationships are realized. Given its socially grounded, context-sensitive nature, pragmatics may be best learned in a technology-enhanced environment that provides direct access to contextualized communicative…
Descriptors: Pragmatics, Language Acquisition, Game Based Learning, Video Games

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