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Alyssia M. Miller De Rutté – Technology, Knowledge and Learning, 2024
The field of language learning and technology is an ever-growing field as new technologies are constantly developed, and it is important to understand the impact these new technologies may have on language learning. The purpose of this work-in-progress study was to investigate the effects of virtual reality (VR) simulations on a specific second…
Descriptors: Second Language Learning, Second Language Instruction, Learning Motivation, Computer Simulation
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Wahyu Dilla Abdullah; Adilah Afikah; Ezi Apino; Supahar Supahar; Jumadi Jumadi – Journal of Baltic Science Education, 2024
The use of mobile technology in physics education has become more prevalent, but more data about its effect on student academic performance needs to be collected. This meta-analysis examines the effects of mobile learning on student achievement in physics and any moderating factors. The study collected 36 primary studies from various scientific…
Descriptors: Meta Analysis, Science Education, Science Achievement, Physics
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Mik Fanguy; Jamie Costley; Matthew Courtney; Kyungmee Lee – Interactive Learning Environments, 2024
The present study (n = 357) investigates the effects of collaborative note-taking behaviors on learning performance and note quality. To conceptualize collaborative note-taking, the present study introduces the collaborative encoding-storage paradigm, where collaborative writing behaviors are viewed as types of collaborative encoding and the…
Descriptors: Foreign Countries, Graduate Students, Graduate Study, Writing Skills
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Yuyao Ton – Educational Technology & Society, 2024
This paper reported an exploratory study that examined secondary school students' understanding of collaborative discourse in a computer-supported knowledge building environment in characterizing and scaffolding their engagement in productive online discourse. The participants were thirty-eight secondary school students in a visual arts course. A…
Descriptors: Secondary School Students, Student Attitudes, Visual Arts, Courses
Agata Guskaroska – ProQuest LLC, 2024
Improving pronunciation in second language (L2) learning requires timely and personalized feedback but educators have limited time to dedicate in the classroom. While there are many educational tools available, educators are still struggling to integrate technology in their practices. To address this challenge, this study explores repurposing a…
Descriptors: Pronunciation, Adoption (Ideas), Second Language Learning, Technology Uses in Education
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Mustafa Enes Isikgöz – SAGE Open, 2024
This study investigated physical education teachers' competencies in virtual classroom management. The study was designed as a cross-sectional study using quantitative research methods and included 726 physical education teachers working in different secondary and high schools in Turkey. The study data were collected using the "Teachers'…
Descriptors: Classroom Techniques, Self Contained Classrooms, Electronic Learning, Physical Education Teachers
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Jing Wu – JALT CALL Journal, 2024
Since ineffective foreign language (FL) vocabulary teaching has been shown in the higher education of mainland China, this study aims to achieve a satisfactory vocabulary teaching outcome through the construction of a computer-based systematic vocabulary teaching mode. Based on constructivism, the mode was established with three essential teaching…
Descriptors: Second Language Instruction, Vocabulary Development, Computer Assisted Instruction, Undergraduate Students
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Susie Sujin Min – Mathematics Teacher: Learning and Teaching PK-12, 2024
During the COVID- 19 pandemic, when her school shifted to distance learning, and anti- Asian hate crimes reached alarming heights of racially targeted attacks, Susie Sujin Min found herself suffering in silence. The distressing news and video footage of horrendous hate crimes were having their intended impact, leaving her as an Asian American…
Descriptors: Social Justice, Mathematics Education, Intersectionality, Secondary School Mathematics
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Jenna A. P. Sim; Mary E. Jung; Rishma Chooniedass; Jannik Haruo Eikenaar – Journal of Teaching and Learning, 2024
Equity, diversity, and inclusion (EDI) gaps persist in science, technology, engineering, and math (STEM) fields, as demonstrated by the discrimination, stereotyping, and inequities that historically and persistently marginalized groups face. Recognition of this gap led a transdisciplinary team to develop foundational-level e-learning modules,…
Descriptors: Foreign Countries, Diversity Equity and Inclusion, Learning Modules, STEM Education
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Maertens, Rien; Van Petegem, Charlotte; Strijbol, Niko; Baeyens, Toon; Jacobs, Arne Carla; Dawyndt, Peter; Mesuere, Bart – Journal of Computer Assisted Learning, 2022
Background: Learning to code is increasingly embedded in secondary and higher education curricula, where solving programming exercises plays an important role in the learning process and in formative and summative assessment. Unfortunately, students admit that copying code from each other is a common practice and teachers indicate they rarely use…
Descriptors: Plagiarism, Benchmarking, Coding, Computer Science Education
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Dersch, Anna-Sophia; Renkl, Alexander; Eitel, Alexander – Journal of Computer Assisted Learning, 2022
Background: Previous research has shown that teachers hold misconceptions about multimedia learning (e.g., multimedia instruction needs to be adapted to students' learning styles), which may be at odds with evidence-based teaching. Objectives: Refutation texts are a classical method to reduce misconceptions and thus to stimulate conceptual change.…
Descriptors: Teacher Attitudes, Misconceptions, Attitude Change, Persuasive Discourse
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Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
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Lan, En-Minh – Education and Information Technologies, 2022
English pronunciation training for real-world communication tasks is crucial in EFL learning because it is essential to learners' listening comprehension and speaking competence. As the e-generation emerges, computer-assisted pronunciation training (CAPT) has begun to receive more recognition in academic institutions for pronunciation learning.…
Descriptors: Foreign Countries, College Students, Computer Assisted Instruction, Pronunciation Instruction
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White, Holly; Lally, Diane; Forbes, Cory T. – Journal of Geoscience Education, 2022
Groundwater is a critical component of the global water cycle and standards-based topic within science education. However, students articulate an array of ideas about groundwater systems, including their natural and human elements. One way to support students' learning about groundwater systems is through the use of data-driven, computer-based…
Descriptors: Middle School Students, Secondary School Science, Grade 7, Science Process Skills
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Li, Yan; Hafner, Christoph A. – ReCALL, 2022
Considerable research has been conducted on the advancement of mobile technologies to facilitate vocabulary learning and acquisition in a second language (L2). However, whether mobile platforms lead to a comprehensive mastery of both receptive and productive vocabulary knowledge has seldom been addressed in previous literature. This study…
Descriptors: Computer Assisted Instruction, Vocabulary Development, Second Language Learning, English (Second Language)
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