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Ernesto Pacheco-Velazquez; Virginia Rodés Paragarino; Leonardo David Glasserman; Martina Carlos Arroyo – Journal of International Education in Business, 2024
Purpose: Higher education is undergoing a significant transformation, demanding a rethinking of instructional methods, the establishment of novel assessment frameworks and the incorporation of state-of-the-art technologies to advance the development of learning competencies. The use of simulations is an alternative that offers satisfactory results…
Descriptors: Foreign Countries, Higher Education, Teaching Methods, Independent Study
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Ernesto Pacheco-Velazquez; Virginia Rodés; David Salinas-Navarro – Journal of Technology and Science Education, 2024
This study investigates the impact of game-based learning (GBL), an increasingly popular educational approach, on the development of self-directed learning (SDL) skills in complex scenarios, particularly in undergraduate logistics education. A key component of the three year study is LOST (Logistics Education Simulator), a serious game platform,…
Descriptors: Skill Development, Game Based Learning, Undergraduate Students, Foreign Countries
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Nurhayat, Riana; Suranto, Suranto; Dwiningrum, Siti Irene Astuti; Retnawati, Heri; Herwin, Herwin – Pegem Journal of Education and Instruction, 2023
This study aims to describe the effect of innovative learning on student achievement through meta-analysis. Data collection was carried out by documenting research produced from various sources collected via the internet in accordance with the title of this research. These articles were published from 2012 to 2022, from journal articles in…
Descriptors: Foreign Countries, Innovation, Learning Processes, Discovery Learning
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Kai Pata; Kristi Jüristo; Matej Zapušek; Nathalie Leiba; Sanja Popovic Pantic; Vladan Devedzic; Sonja Radenkovic; Mirjana Devedzic; Marija Blagojevic; Danijela Miloševic – International Association for Development of the Information Society, 2023
This paper demonstrates the design as a hypothesis framework for developing cross-university students and mentors, and rural youth (aged 18-30) and regional business ecosystems capacity building practice approaches to support sustainable development goals. To support university students', mentors and the business partners' engagement and building…
Descriptors: Capacity Building, Rural Youth, Higher Education, Mentors
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Tang, Joni Tzuchen – Interactive Learning Environments, 2023
This is a comparative study that explores preschoolers' English vocabulary acquisition in Taiwan and tries to look for a better pedagogy. After Taiwan's government announced the policy of developing a "Bilingual Nation," English is the second language in Taiwan. The reforming of English instruction is in urgent need. Under this…
Descriptors: Preschool Children, Second Language Learning, English (Second Language), Vocabulary Development
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Joko Slamet; Yazid Basthomi; Francisca Maria Ivone; Evi Eliyanah – Journal of Educators Online, 2025
In English for Specific Purposes (ESP) education, the synergy between autonomous learning, gamified Massive Open Online Course (MOOC) platforms, and self-directed learning (SDL) frameworks is underexplored. Despite recognizing autonomous learning's significance in language education, there is a lack of in-depth analysis of their interaction within…
Descriptors: MOOCs, Student Attitudes, English for Special Purposes, Second Language Learning
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J. Priyanto Widodo; Lailatul Musyarofah; Joko Slamet – MEXTESOL Journal, 2025
Gamification-based instruction learning design can enhance students' conceptual knowledge and academic achievement by reversing before-class and in-class activities. This strategy raises the issue of students having to learn independently, especially for self-directed learning (SDL), where students often struggle. To create a flipped classroom for…
Descriptors: Teaching Methods, Game Based Learning, Instructional Design, Academic Achievement
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Budi Waluyo; Kritsadee Songkhai; Jiali Li – TESL-EJ, 2024
Despite the increased adoption of online learning in higher education, there was limited knowledge about how the combination of online English synchronous learning with gamified applications and active learning impacted student self-regulation. This study used a sequential explanatory research design to investigate this integration in an English…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Active Learning
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Guzman-Jimenez, Rosario; Dhavit-Prem; Saldívar, Alvaro; Escotto-Córdova, Alejandro – Educational Technology & Society, 2023
Yupana Inca Tawa Pukllay (YITP) is a ludic didactic resource based on semiotic alternation that, using the reading of numbers in the Inca numeral system, improves its equivalent Indo-Arabic reading. Twelve children from first to fourth grade of a bilingual (Spanish-Quechua), multi-grade elementary school in a small rural Peruvian community were…
Descriptors: Semiotics, American Indians, American Indian Students, American Indian Languages
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Bradley, Linda; Al-Sabbagh, Khaled Walid – Australian Journal of Applied Linguistics, 2022
The mobile phone has become an indispensable device for communication and managing everyday life among newly arrived migrants. Learning a new language is a crucial aspect of integration and professionalization in a foreign country, and the phone is a tool that is also used by migrants also for language learning. The purpose of this study is to…
Descriptors: Immigrants, Telecommunications, Handheld Devices, Computer Assisted Instruction
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Saksrisathaporn, Krittiya; Sribunthankul, Patcharaphon – International Association for Development of the Information Society, 2019
In Thailand, for most students in high school, remembering the periodic table is an important part of learning chemistry and to pass a university entrance examination in their scientific program. As many students live in the bigger city areas in Thailand, most of them encounter the same problems such as limitations on lesson time, and their…
Descriptors: Handheld Devices, Educational Games, Game Based Learning, Independent Study
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Pham, Linh Le Nhat; Nguyen, Hoang Tan; Le, Van Thi Kieu – Teaching English with Technology, 2021
M-learning is usually thought of as based on videos, digital materials, and high technology. Nonetheless, it is not a complete perspective of this new educational trend. Mobile devices with many functions can be an effective tool to support learning. Furthermore, learners nowadays, who were born in the 4.0 movement, are more familiar with mobile…
Descriptors: Personal Autonomy, Electronic Learning, Handheld Devices, Computer Games
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Chuechote, Suparat; Nokkaew, Artorn; Phongsasithorn, Apichat; Laosinchai, Parames – Contemporary Educational Technology, 2020
Sorting is a fundamental computing concept. As for today, it is taught at the secondary school level. However, this kind of algorithm is an obstacle for some students due to its high level of abstraction. To prevent discouragement as well as to incorporate a fun and challenging algorithmic task, a novel tablet-based digital game,…
Descriptors: Thinking Skills, Computer Games, Game Based Learning, High School Students
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Erümit, Ali Kürsat; Öngöz, Sakine; Aksoy, Dilara Arzugül – Malaysian Online Journal of Educational Technology, 2020
The aim of this study was to design, implement and evaluate the programming process for gifted students and offer suggestions to teachers and researchers. For this purpose, 5 gifted students were provided programming activities for ten weeks. Scratch was used in the programming training process. The qualitative data was collected by observation,…
Descriptors: Academically Gifted, Computer Science Education, Student Interests, Student Needs
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Bond, Melissa; Bedenlier, Svenja; Buntins, Katja; Kerres, Michael; Zawacki-Richter, Olaf – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2020
Developing, sustaining, and improving student engagement is of vital importance to higher education instructors. Educational technology has been linked to student engagement, and preservice and in-service teachers need to develop information communication and technology (ICT) skills and knowledge to apply them in the classroom as well as to…
Descriptors: Learner Engagement, Higher Education, Educational Technology, Educational Research
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