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Showing 1 to 15 of 54 results Save | Export
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Bippert, Kelli; Harmon, Janis – Reading Psychology, 2017
Middle schools often turn to computer-assisted reading intervention programs to improve student reading. The questions guiding this study are (a) in what ways are computer-assisted reading intervention programs utilized, and (b) what are teachers' perceptions about these intervention programs? Nineteen secondary reading teachers were interviewed…
Descriptors: Middle School Teachers, Computer Assisted Instruction, Reading Programs, Intervention
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Luterbach, Kenneth J.; Rodriguez, Diane; Love, Lakecia – TechTrends: Linking Research and Practice to Improve Learning, 2012
This paper describes an instructional development effort to create effective and compelling instruction for eCommerce students. Results from a small field study inform the development project. Four high school students in an eCommerce course completed the standalone tutorial developed to teach them how to create a web page in the HyperText Markup…
Descriptors: Misconceptions, Instructional Development, High School Students, Student Motivation
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Foster, Aroutis; Shah, Mamta – Journal of Research on Technology in Education, 2015
This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…
Descriptors: Web 2.0 Technologies, Educational Games, Educational Technology, Computer Assisted Instruction
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Haupt, John – Reading Matrix: An International Online Journal, 2015
Improving L2 learners reading fluency has been identified by leading L2 reading researchers as an important aspect of L2 reading instruction (Grabe, 2004, 2009; Nation, 2009). A number of studies have been conducted on the use of paper-based fluency development methods on ESL and EFL students reading speeds and showed positive results (Al-Homoud…
Descriptors: Reading Rate, English (Second Language), Computer Assisted Instruction, Reading Instruction
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Mavridis, Apostolos; Tsiatsos, Thrasyvoulos; Terzidou, Theodouli – International Journal of Game-Based Learning, 2016
This paper focuses on methodologies of serious games deployment and evaluation. Particularly, this study will present a specific category of serious games that are based on Collaborative Virtual Environments and they aim to support Collaborative Learning. We call these serious games Collaborative Virtual Educational Games (CVEG). The paper aims to…
Descriptors: Virtual Classrooms, Instructional Design, Cooperative Learning, Educational Games
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Gambari, Isiaka A.; Gbodi, Bimpe E.; Olakanmi, Eyitao U.; Abalaka, Eneojo N. – Contemporary Educational Technology, 2016
The role of computer-assisted instruction in promoting intrinsic and extrinsic motivation among Nigerian secondary school chemistry students was investigated in this study. The study employed two modes of computer-assisted instruction (computer simulation instruction and computer tutorial instructional packages) and two levels of gender (male and…
Descriptors: Chemistry, Computer Assisted Instruction, Learning Motivation, Experimental Groups
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Karanfil, Talip; Neufeld, Steve – Advances in Language and Literary Studies, 2014
The bewildering pace of change in technology has had a polarizing effect on the teaching profession. Teachers tend to cope in two ways, either by finding the least invasive ways to use technology without interfering with their standard mode of practice, or by embracing technology at every step and turn in new and innovative ways. The former does a…
Descriptors: Foreign Countries, Sustainability, Technology Uses in Education, Computer Assisted Instruction
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
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Dalton, Gene; Devitt, Ann – International Journal of Game-Based Learning, 2016
In the 2011 census almost one in three Irish teenagers claimed to be unable to speak Irish (Central Statistics Office, Ireland, 2012), despite the language being taught daily in school. The challenges facing the Irish language in schools are complex and multifaceted. The research reported here attempts to address some of these challenges by…
Descriptors: Irish, Computer Games, Teaching Methods, Language Usage
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Al-Awidi, Hamed Mubarak; Ismail, Sadiq Abdulwahed – Early Childhood Education Journal, 2014
This study investigated ESL teachers' perceptions regarding the use of Computer Assisted Language Learning (CALL) in teaching reading to children. A random sample of 145 teachers participated in the study by completing a survey developed by the researchers. To explore the situation in depth, 16 teachers were later interviewed. Results indicated…
Descriptors: Teacher Attitudes, Computer Assisted Instruction, Reading Instruction, Teacher Surveys
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Chin, Kai-Yi; Hong, Zeng-Wei; Chen, Yen-Lin – IEEE Transactions on Learning Technologies, 2014
Educational robotics has been regarded as an effective instructional tool over the past decade. Many studies have tested the role of robots in supporting educational classroom activities. However, reliable empirical evidence confirming the effectiveness of educational robots remains limited. Therefore, this study developed an educational…
Descriptors: Student Motivation, Grade 2, Elementary School Students, Elementary School Teachers
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Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – IEEE Transactions on Learning Technologies, 2015
This study developed a QR-based U-Learning Material Production System (QR-ULMPS) that provides teachers with an education tool to motivate college level students enrolled in a liberal arts course. QR-ULMPS was specifically designed to support the development of u-learning materials and create an engaging context-aware u-learning environment for…
Descriptors: Student Motivation, Learning Experience, Outdoor Education, Questionnaires
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Wei, Chun-Wang; Hung, I-Chun; Lee, Ling; Chen, Nian-Shing – Turkish Online Journal of Educational Technology - TOJET, 2011
This research demonstrates the design of a Joyful Classroom Learning System (JCLS) with flexible, mobile and joyful features. The theoretical foundations of this research include the experiential learning theory, constructivist learning theory and joyful learning. The developed JCLS consists of the robot learning companion (RLC), sensing input…
Descriptors: Foreign Countries, Educational Strategies, Constructivism (Learning), Experiential Learning
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Ho, Caroline M. L.; Nelson, Mark Evan; Mueller-Wittig, Wolfgang – Computers & Education, 2011
This paper reports on a study, "MUSE", which involved Secondary (Grade 7) students in designing and constructing a virtual museum. It presents a description and evaluation of the design and implementation of the technologically-mediated intervention within a language curriculum that emphasizes multimodal meaning-making and expression.…
Descriptors: Learning Strategies, Museums, Grade 7, Cooperative Learning
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Pérez-Marín, Diana; Pascual-Nieto, Ismael – Behaviour & Information Technology, 2013
A pedagogic conversational agent (PCA) can be defined as a computer system that interacts with the student in natural language assuming the role of the instructor, a student or a companion. It can have a personality and can generate different sentences according to the agent or the student mood. Empathy with the students' feelings seems to…
Descriptors: Natural Language Processing, Conversational Language Courses, Computer Assisted Instruction, Questionnaires
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