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Nathan R. Prestopnik – International Journal of Designs for Learning, 2024
"Ghosts of the Argonne" is an interactive virtual reality (VR) recreation of the World War 1 (WW1) M1897 "French 75" field artillery gun, intended to teach learners about WW1 and its impact on the world, the role of artillery and artillerymen in this war, and the stories of real soldiers who served. The "Ghosts of the…
Descriptors: College Faculty, College Students, Computer Simulation, History Instruction
Schenker, Theresa; Kraemer, Angelika – NECTFL Review, 2022
A digital escape room is a gamified activity in which students work collaboratively to solve a series of tasks or riddles within a certain amount of time. They are typically embedded in a story framework at the end of which students need to "escape" an imaginary scenario. Students explore the target culture while using the target…
Descriptors: Gamification, Educational Games, Puzzles, Problem Solving
Zeng, Shuang – English Language Teaching, 2022
This paper considers the opportunities and challenges posed to formal second language education given the penetration of digital technologies in young people's daily lives. This paper broadly discusses the issues of information technology (IT) infrastructure, classroom management and IT use restrictions in relations to language learning. The paper…
Descriptors: Second Language Learning, Second Language Instruction, Information Technology, Learning Processes
Zipf, Jessica – Research-publishing.net, 2019
This paper describes the initial stages of a project which seeks to develop a language learning game for Italian running a deep linguistic grammar at its backend for fine-grained error detection. The grammar is designed within the grammatical framework of Lexical Functional Grammar (LFG). The project aims to bring together work from different…
Descriptors: Italian, Computer Assisted Instruction, Educational Technology, Second Language Learning
Black-Rotchin, Sivan; Cardoso, Walcir – Research-publishing.net, 2022
This paper introduces "FineTune," a mobile application currently in development that features a gamified version of High Variability Phonetic Training (HVPT). The aims of this paper are twofold: (1) to outline the theoretical motivation for the app's features, which includes a discussion of HVPT, gamification, and Self-Determination…
Descriptors: Computer Software, Self Determination, Telecommunications, Handheld Devices
Zviel-Girshin, Rina; Kuhn, Tanara Zingano; Luís, Ana R.; Koppel, Kristina; Todorovic, Branislava Šandrih; Holdt, Špela Arhar; Tiberius, Carole; Kosem, Iztok – Research-publishing.net, 2021
Despite the unquestionable academic interest on corpus-based approaches to language education, the use of corpora by teachers in their everyday practice is still not very widespread. One way to promote usage of corpora in language teaching is by making pedagogically appropriate corpora, labelled with different types of problems (for instance,…
Descriptors: Teaching Methods, Computational Linguistics, Computer Assisted Instruction, Second Language Learning
Soldano, Carlotta; Luz, Yael; Arzarello, Ferdinando; Yerushalmy, Michal – Educational Studies in Mathematics, 2019
The paper describes two versions of an inquiry-based activity in geometry, designed as a game between two players. The game is inspired by Hintikka's semantic game, which is a familiar tool in the field of logic to define truth. The activity is designed in a dynamic geometry environment (DGE). The inquiry is initially guided by the game itself and…
Descriptors: Geometry, Semantics, Mathematics Instruction, Inquiry
Siem Buseyne; Amelie Vrijdags; Annelies Raes – International Journal of Designs for Learning, 2023
Collaborative Problem Solving (CPS) skills are receiving increased attention in the current workforce and in lifelong learning. In learning and labor contexts, successful teamwork is however not always guaranteed, due to several reasons, such as an unequal level of individual participation. Training in CPS for all groups is therefore needed.…
Descriptors: Problem Solving, Cooperative Learning, Labor Force Development, Teamwork
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
McTigue, Erin M.; Uppstad, Per Henning – Reading Teacher, 2019
Computer games and computer-assisted instruction have become prevalent in reading classrooms. However, research-based guidance for teacher use of such resources has not progressed at the same rate. In lieu of research, myths circulate about the utility of these resources, particularly when students use computer games independently. The authors…
Descriptors: Teaching Methods, Pedagogical Content Knowledge, Computer Games, Computer Assisted Instruction
González-Lloret, Marta – Language Learning & Technology, 2021
In order to develop pragmatic competence in a language other than our own (L2), it is important to have enough knowledge of the cultural norms of the target language and enough opportunities to interact with a wide range of speakers to deploy different speech acts, registers, levels of politeness, conversational moves, and the like. The…
Descriptors: Pragmatics, Second Language Learning, Second Language Instruction, Computer Assisted Instruction
Berson, Ilene R.; Berson, Michael J.; Snow, Bert – Social Education, 2017
Game-based learning not only contributes to a learning environment that is interesting and engaging for students but also fosters collaboration while meeting educational goals. Recognizing the potential of digital games to promote primary-source use for discovery and problem-solving, the Library of Congress established funding to advance the…
Descriptors: Primary Sources, Computer Software, Computer Assisted Instruction, Educational Games
Godwin-Jones, Robert – Educational Technology & Society, 2019
The rapid developments today in artificial intelligence (AI), supported by massive language data collection, are resulting in ever better digital language assistance/translation. Advances in the capabilities of intelligent services lead naturally to envisioning a future where there might be a quite different context for second language (L2) use…
Descriptors: Artificial Intelligence, Computer Assisted Instruction, Second Language Instruction, Second Language Learning
Ward, Monica – Research-publishing.net, 2019
Intelligent Computer-Assisted Language Learning (ICALL) involves using tools and techniques from computational linguistics and Natural Language Processing (NLP) in the language learning process. It is an inherently complex endeavour and is multi-, inter-, and trans-disciplinary in nature. Often these tools and techniques are designed for tasks and…
Descriptors: Educational Technology, Technology Uses in Education, Computer Assisted Instruction, Second Language Instruction
Ní Chiaráin, Neasa; Ní Chasaide, Ailbhe – Research-publishing.net, 2016
Although Text-To-Speech (TTS) synthesis has been little used in Computer-Assisted Language Learning (CALL), it is ripe for deployment, particularly for minority and endangered languages, where learners have little access to native speaker models and where few genuinely interactive and engaging teaching/learning materials are available. These…
Descriptors: Computer Assisted Instruction, Second Language Instruction, Technology Uses in Education, Educational Technology

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