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Franciosi, Stephan J. – ProQuest LLC, 2014
Digital Game-Based Learning (DGBL) is an innovative educational approach that is becoming increasingly popular among researchers and practitioners in technologically advanced countries in the West, but is largely unknown or ignored in the instruction of Foreign Languages (FL) in Japanese higher education. This is problematic because more interest…
Descriptors: Second Language Learning, Second Language Instruction, College Faculty, Language Teachers
Pares-Toral, Maria T. – ProQuest LLC, 2013
The ever increasing popularity of virtual worlds, also known as 3-D multi-user virtual environments (MUVEs) or simply virtual worlds provides language instructors with a new tool they can exploit in their courses. For now, "Second Life" is one of the most popular MUVEs used for teaching and learning, and although "Second Life"…
Descriptors: Second Language Learning, Second Language Instruction, Computer Simulation, Computer Assisted Instruction
Takeda, Masafumi – ProQuest LLC, 2013
As the growing popularity of podcasting and its application in education become more apparent, there have been a number of studies on the academic use of podcasts. A podcast is a digital file that can be delivered automatically to a device such as a portable media player or a computer via the Internet. However, the majority of research studied the…
Descriptors: Handheld Devices, Educational Technology, Japanese, Second Language Learning
Pu, Minran – ProQuest LLC, 2009
The purpose of the study was to investigate the relationship between college EFL students' autonomous learning capacity and motivation in using web-based Computer-Assisted Language Learning (CALL) in China. This study included three questionnaires: the student background questionnaire, the questionnaire on student autonomous learning capacity, and…
Descriptors: College English, Independent Study, Learning Motivation, Questionnaires
DeRouin-Jessen, Renee E. – ProQuest LLC, 2008
The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's…
Descriptors: Fantasy, Computer Assisted Instruction, Learning Motivation, Rewards