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Parfa Koskinen, Katarina – International Journal of Information and Learning Technology, 2020
Purpose: The study is an elaboration on how a graduate student discursively navigates a research identity through lived experiences as an Indigenous Sámi and writings on Indigenous, as well as other suitable research paradigms informing research on digital technologies in education. The guiding question is how a strategy of inquiry to be used in a…
Descriptors: Language Research, Self Concept, Indigenous Populations, Languages
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Reich, Justin; Tingley, Dustin; Leder-Luis, Jetson; Roberts, Margaret E.; Stewart, Brandon M. – Journal of Learning Analytics, 2015
Dealing with the vast quantities of text that students generate in Massive Open Online Courses (MOOCs) and other large-scale online learning environments is a daunting challenge. Computational tools are needed to help instructional teams uncover themes and patterns as students write in forums, assignments, and surveys. This paper introduces to the…
Descriptors: Large Group Instruction, Online Courses, Data Collection, Data Analysis
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Laine, Kati; Hämäläinen, Raija – Journal of Vocational Education and Training, 2015
There is a growing demand to enhance entrepreneurship. This study aims at producing knowledge that can assist teachers in designing and supporting collaborative learning of entrepreneurship in vocational education. A qualitative case study approach was adopted. The outcome of this study provides a better understanding of the factors that hinder…
Descriptors: Foreign Countries, Vocational Education, Cooperative Learning, Entrepreneurship
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González-Torre, Pilar L.; Adenso-Díaz, B.; Moreno, Plácido – European Journal of Engineering Education, 2015
The Cider Game is a simulator for a supply chain-related learning environment. Its main feature is that it provides support to students in the constructivist discovery process when learning how to make logistics decisions, at the same time as noting the occurrence of the bullwhip phenomenon. This learning environment seeks a balance between direct…
Descriptors: Constructivism (Learning), Simulation, Educational Games, Decision Making
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Swope, Nicole K.; Fryfogle, Patrick J.; Sivy, Tami L. – Journal of Chemical Education, 2015
A flexible, rigorous laboratory experiment for upper-level biochemistry undergraduates is described that focuses on the Roundup Ready maize line. The work is appropriate for undergraduate laboratory courses that integrate biochemistry, molecular biology, or bioinformatics. In this experiment, DNA is extracted and purified from maize kernel and…
Descriptors: Science Laboratories, Laboratory Experiments, Science Experiments, Undergraduate Students
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Potocki, A.; Ecalle, J.; Magnan, A. – Journal of Computer Assisted Learning, 2015
The purpose of this study was to examine the differential impact of a computer-based comprehension training programme according to second graders' comprehender profiles. These profiles differed in the children's abilities to process three types of textual information: literal information, text-connecting inferences and gap-filling…
Descriptors: Computer Assisted Instruction, Reading Comprehension, Grade 2, Inferences
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Ni Chiaráin, Neasa; Ni Chasaide, Ailbhe – Research-publishing.net, 2015
The Theory Actions Technology Learner context (TATL) framework provides an initial analysis tool to guide Computer-Assisted Language Learning (CALL) development. It entails joint consideration of four key factors that need to be considered prior and during development activities: (1) the underlying pedagogical theory; (2) the learning tasks…
Descriptors: Computer Assisted Instruction, Educational Technology, Second Language Instruction, Teaching Methods
Howard, Matt C. – ProQuest LLC, 2015
In the current document, an integrative CBT-TTF framework is created, which proposes: technologies that require large amounts of working memory are best at improving outcomes that require little working memory to develop, and vice versa. Then, a meta-analysis of virtual reality (VR) training programs (which require great amounts of working memory)…
Descriptors: Science Fiction, Inquiry, Intervention, Computer Simulation
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Cardenas-Claros, Monica Stella; Gruba, Paul A. – ReCALL, 2013
This paper proposes a theoretical framework for the conceptualization and design of help options in computer-based second language (L2) listening. Based on four empirical studies, it aims at clarifying both conceptualization and design (CoDe) components. The elements of conceptualization consist of a novel four-part classification of help options:…
Descriptors: Computer Assisted Instruction, Second Language Learning, Listening, Computer System Design
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Buendgens-Kosten, Judith – ReCALL, 2013
This paper discusses the role of authenticity and authenticity claims in computer assisted language learning (CALL). It considers authenticity as the result of a social negotiation process rather than an innate feature of a text, object, person, or activity. From this basis, it argues that authenticity claims play an important role in both second…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Second Language Learning, Motivation
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Morgana, Valentina – The EUROCALL Review, 2019
The use of mobile devices inside and outside formal settings is often associated with innovative practices in the design of language learning activities. This often implies the reconceptualization of language learning tasks and of the role of the teacher in the mobile classroom. In order to investigate current research and practices in secondary…
Descriptors: Handheld Devices, Computer Assisted Instruction, Instructional Innovation, Learning Activities
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Hayashi, Yuko – Modern Language Journal, 2019
The current 2-part study investigated the relative contributions of English language training (ELT) and computerized Cogmed working memory training (WMT) to improvements in English-as-a-foreign language (EFL) proficiency and working memory capacity. In Study 1, Japanese undergraduate EFL learners were randomly allocated to 1 of 3 experimental…
Descriptors: Short Term Memory, Second Language Learning, Second Language Instruction, English (Second Language)
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Doabler, Christian T.; Clarke, Ben; Kosty, Derek; Turtura, Jessica E.; Firestone, Allison R.; Smolkowski, Keith; Jungjohann, Kathleen; Brafford, Tasia L.; Nelson, Nancy J.; Sutherland, Marah; Fien, Hank; Maddox, Steven A. – Exceptional Children, 2019
Well-designed mathematics instruction focused on concepts and problem-solving skills associated with measurement and data analysis can build a foundational understanding for more advanced mathematics. This study investigated the efficacy of the Precision Mathematics Level 1 (PM-L1) intervention, a Tier 2 print- and technology-based mathematics…
Descriptors: Mathematics Instruction, Problem Solving, Grade 1, Elementary School Students
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Mavroudi, Anna; Fragou, Olga; Goumopoulos, Christos – Designs for Learning, 2019
Ubiquitous Computing, Mobile Computing and the Internet of Things (collectively referred to as UMI herein) involve recent advances in technology areas such as low-cost and miniaturized processing and sensing technologies, high-bandwidth wireless networking and so on. UMI technologies can also support the recent attempts to reform computing…
Descriptors: Computer Science Education, Telecommunications, Handheld Devices, Internet
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Colpitts, Bradley D. F.; Past, Travis Hunter – JALT CALL Journal, 2019
The present study compared the efficacy of computer-mediated peer corrective feedback (CF) among two groups of high-proficiency (n=11) and low-proficiency (n=19) postsecondary Japanese EFL students. They completed a 10-week process writing composition, during which the students were given explicit instruction in metalinguistic peer CF. They then…
Descriptors: Comparative Analysis, Peer Evaluation, Error Correction, Feedback (Response)
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