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Ieva Gintere; Emmanouel Rovithis; Ágnes Karolina Bakk; Alvis Misjuns – International Journal of Game-Based Learning, 2024
The study presents the authors' research for the purpose of designing ImGame, a virtual environment inviting users to playfully learn about the concept of immersion and its historical antecedents. The authors describe ImGame's current pre-production stage and examine the basic characteristics of the feeling of immersion. They intend to deepen the…
Descriptors: Computer Simulation, Creativity, Educational Technology, Interdisciplinary Approach
Takimoto, Masahiro – IAFOR Journal of Education, 2023
This study investigated the relationship between a metaphor-based approach to teaching English as a foreign language (EFL) and involvement of the brain's right hemisphere. Specifically, it examined learners' understanding of three levels of sureness associated with different expressions in English -- those that are "certain,"…
Descriptors: Brain Hemisphere Functions, Figurative Language, Teaching Methods, English (Second Language)
Ramezanali, Nasrin; Faez, Farahnaz – Language Learning & Technology, 2019
Drawing on Mayer's (2014) cognitive theory of multimedia learning, the purpose of this study was to examine which modes of gloss presentation (i.e., L2 definition, aural, and video animation) are effective for learners' vocabulary learning and delayed word recollection. One control group and three experimental groups were formed by 132…
Descriptors: Vocabulary Development, Multimedia Instruction, Teaching Methods, Second Language Learning
Rowsell, Jennifer; Wohlwend, Karen – Reading Teacher, 2016
Building on existing research applying app maps (Israelson, 2015), the authors take an ideological orientation to broaden app evaluations and consider participatory literacies, social and communicational practices relevant to children's everyday digitally mediated lives. Drawing from their North American elementary classroom studies on children's…
Descriptors: Computer Oriented Programs, Concept Mapping, Ideology, Handheld Devices
Zhu, Yu; Fung, Andy S. L.; Wang, Hongyan – CALICO Journal, 2012
Digital flashcards are one of the most popular self-study computer-assisted vocabulary learning tools for beginners of Chinese as a foreign language. However, studies on the effects of this widely used learning tool are scarce. Introducing a new concept--referential stimulus--into the Dual Coding Theory (DCT) framework, this study acknowledges the…
Descriptors: Animation, Computer Assisted Instruction, Memorization, Educational Technology
Peer reviewedDwyer, Carol – Educational Media International, 1993
Offers several definitions of multimedia, identifies a sample of the most popular multimedia technologies, and provides a discussion of their content. Summaries of software and a few brief case studies of successful elementary and secondary implementations are presented. Addresses of publishers of products mentioned in the article are appended.…
Descriptors: Animation, Computer Assisted Instruction, Computer Software, Definitions
Higgins, Norman; Cox, Patricia – 1998
Electronic books, often electronic versions of popular children's illustrated books, have the same words and illustrations as their printed versions, but also can read aloud individual words, phrases, and stories, can pronounce individual syllables in a word, and can provide animated clues to word meanings by animating and labeling selected…
Descriptors: Animation, Childrens Literature, Courseware, Decoding (Reading)

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