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Yating Zhang; Zhangyan Miao – European Journal of Education, 2025
This study investigates the influence of technological literacy in artificial intelligence (AI), augmented/virtual reality (AR/VR), and mobile applications on English as a Foreign Language (EFL) students' engagement and motivation in technology-enhanced classrooms. A total of 357 Chinese EFL students participated in a survey-based quantitative…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Learning Motivation
Lino, Timothy K. – ProQuest LLC, 2010
As data depict, Native Hawaiian public school students consistently rank among the lowest of all ethnic groups by nearly every measure of academic engagement and success (Kana'iaupuni & Ishibashi, 2003). As is common with many children of indigenous ancestry, teaching methodologies, pedagogical strategies, and structures of mainstream or…
Descriptors: Immersion Programs, Secondary School Students, Hawaiians, Academic Achievement
Prayaga, Lakshmi; Rasmussen, Karen L. – Journal of Educational Technology, 2008
Computer games are no longer just for entertainment; they have also become a useful instructional strategy for acquiring knowledge. When games are used for purposes other than strict entertainment they become serious games. The goal of serious games is to enable the player to learn a task, master a strategy or develop a skill. Serious games can be…
Descriptors: Computer Games, Educational Games, Instructional Design, Teaching Methods

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