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Takkac Tulgar, Aysegul – Turkish Online Journal of Distance Education, 2019
As a popular social media application, WhatsApp has become an integral part of daily lives of many people on earth. Researchers have investigated the individual, social and pedagogical benefits of the tool. However, the possible contributions of WhatsApp as a platform for cultural interaction in the glocal sense has not been examined yet. To call…
Descriptors: Social Media, Computer Software, Global Approach, Second Language Learning
Cohen, Casey Ilyssa – ProQuest LLC, 2018
The purpose of this qualitative, bounded case study was to understand how the specific medium of iTunes U facilitated a high school global collaboration experience for participating teachers and students in Philadelphia, PA, USA and Amsterdam, Netherlands and the academic, social, and emotional benefits participating in such a unique experience…
Descriptors: Case Studies, Computer Software, High School Students, International Cooperation
McGlynn-Stewart, Monica; Murphy, Shelley; Pinto, Ivorie; Mogyorodi, Emma; Nguyen, Thien – Education 3-13, 2019
There is conflicting research on the value of using digital technology with young children. This study investigated how an app, used in conjunction with dual language picture books, can support the social, emotional, and literacy learning of bi/multilingual children. Twenty-one children used the app "Talking Stickers" at home and school…
Descriptors: Multilingualism, Emergent Literacy, Preschools, Young Children
Pate, Sandra K. – Journal of International Education and Leadership, 2016
International businesses face a difficult task when trying to decide where to place or expand a business that could be located anywhere in the world. Each country is a complex system of human capabilities, technical systems, [infrastructure bases, laws, cultures and economic systems. How can a company know which country is best for it today, and…
Descriptors: Business, Corporations, International Trade, Site Selection
Ferrara, Francesca; Ng, Oi-Lam – North American Chapter of the International Group for the Psychology of Mathematics Education, 2014
In this paper, we explore an approach to understanding how multimodality works in a community of practice. Using a social learning framework, we show how a community of practice, involving a pair of high school students, engaged in perceptual, bodily, and imaginary experiences while discussing about calculus concepts in a dynamic geometry…
Descriptors: Communities of Practice, High School Students, Calculus, Student Experience
Peer reviewedBauza, Guillem Bou; Gelabert, Miquel Essomba – Educational Media International, 1995
A computer game was created to increase student awareness of major philosophical and ethical questions, and to teach them to analyze the history of humanity from a multicultural perspective. Discussion includes objectives, strategy, design, how pedagogical requirements are met, and initiating changes in attitudes. (AEF)
Descriptors: Attitude Change, Computer Games, Computer Software Development, Courseware
Peer reviewedGeethananda, Hemamalee – Information Development, 1991
Describes software selection criteria considered for use with the bibliographic database of the Development Information Network for South Asia (DEVINSA), which is located in Sri Lanka. Highlights include ease of database creation, database size, input, editing, data validation, inverted files, searching, storing searches, vocabulary control, user…
Descriptors: Bibliographic Databases, Case Studies, Computer Software Selection, Computer System Design

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