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Showing 1 to 15 of 110 results Save | Export
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Maria M. Swanepoel; Gary W. Collins – International Journal of Education and Development using Information and Communication Technology, 2025
Despite the widespread use of electronic accounting systems in professional practice, South African accounting education often lags, with teachers frequently prioritising manual accounting skills over the integration of Computer-Aided Learning (CAL). This reliance on traditional methods, potentially shaped by a complex combination of internal and…
Descriptors: Foreign Countries, Accounting, Private School Teachers, Teacher Attitudes
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Cuervo-Cely, Karen D.; Restrepo-Calle, Felipe; Ramírez-Echeverry, Jhon J. – Journal of Information Technology Education: Research, 2022
Aim/Purpose: The purpose of this research is to examine the effect of computer-assisted gamification on the learning motivation of computer programming students. Background: The teaching-learning of computer programming involves challenges that imply using learning environments in which the student is actively involved. Gamification is an…
Descriptors: Game Based Learning, Student Motivation, Computer Science Education, Programming
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Pilar Rodríguez-Arancón; María Bobadilla-Pérez; Alberto Fernández-Costales – Journal for Multicultural Education, 2024
Purpose: This study aims to delve into the interplay between didactic audiovisual translation (DAT) and computer-assisted language learning (CALL), exploring their combined impact on the development of intercultural competence (IC) among learners of English as a foreign language (EFL). Design/methodology/approach: Using a quasi-experimental…
Descriptors: Translation, Teaching Methods, Second Language Learning, Second Language Instruction
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Lao, Andrew Chan-Chio; Cheng, Hercy N. H.; Huang, Mark C. L.; Ku, Oskar; Chan, Tak-Wai – Journal of Educational Computing Research, 2017
One-to-one technology, which allows every student to receive equal access to learning tasks through a personal computing device, has shown increasing potential for self-directed learning in elementary schools. With computer-supported self-directed learning (CS-SDL), students may set their own learning goals through the suggestions of the system…
Descriptors: Computer Assisted Instruction, Independent Study, Learning Strategies, Student Motivation
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Fokides, Emmanuel; Mastrokoukou, Aikaterini – Contemporary Educational Technology, 2018
The paper presents the results from a study which examined whether tablets together with a mobile application with augmented reality features can help students to better understand the functions of the respiratory and the circulatory system. The target group was 75 sixth-grade primary school students, divided into three groups. The first group was…
Descriptors: Anatomy, Human Body, Elementary School Students, Teaching Methods
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2017
Students of Southeast Asian Heritage Learning Chinese (SSAHLC) in Taiwan have frequently demonstrated difficulty with traditional Chinese (a graphical character) radical recognition due to their limited exposure to the written language form since childhood. In this study, we designed a Chinese radical learning game (CRLG), which adopted a drill…
Descriptors: Motivation, Electronic Learning, Self Efficacy, Academic Achievement
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Zinan, Wen; Sai, George Teoh Boon – Teaching English with Technology, 2017
This study investigated foreign language students' perceptions about their Information and Communication Technology (ICT)-based College English Course (CEC) in China. The research used a five-point Likert-scale questionnaire based on Simsek (2008). A factor analysis confirmed the construct validity of the questionnaire and 6 factors were…
Descriptors: Student Attitudes, College English, College Second Language Programs, Likert Scales
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Flowers, Simeon – JALT CALL Journal, 2015
Motivation is an important topic among language teachers in Japan. Collins and Hunt (2011) observed increases in Japanese university student's motivation as a result of collaborative learning and cooperative learning programs. This paper continues in this line of inquiry through a quantitative study of motivation in the context of computer…
Descriptors: Foreign Countries, Student Motivation, Friendship, Cooperative Learning
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Anwaruddin, Sardar M. – Canadian Journal of Action Research, 2013
Based on the observation that most of my students use computer-based technology (CBT) in their daily activities, I used computer assisted language learning (CALL) as an intervention in this action research study, carried out at a university in Bangladesh. This CALL curriculum was focused on Web 2.0 and its applications for educational purposes.…
Descriptors: Web 2.0 Technologies, Learning Motivation, Action Research, Computer Assisted Instruction
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Saeed, Farah Jamal Abed Alrazeq; Al-Zayed, Norma Nawaf – International Journal of Education and Literacy Studies, 2018
The study aimed at investigating the attitudes of Jordanian undergraduate students towards using computer assisted-language learning (CALL) and its effectiveness in the process of learning the English language. In order to fulfill the study's objective, the researchers used a questionnaire to collect data, followed-up with semi-structured…
Descriptors: Undergraduate Students, Student Attitudes, Computer Assisted Instruction, Teaching Methods
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Chin, Kai-Yi; Hong, Zeng-Wei; Huang, Yueh-Min; Shen, Wei-Wei; Lin, Jim-Min – Interactive Learning Environments, 2016
The addition of animated pedagogical agents (APAs) in computer-assisted learning (CAL) systems could successfully enhance students' learning motivation and engagement in learning activities. Conventionally, the APA incorporated multimedia materials are constructed through the cooperation of teachers and software programmers. However, the thinking…
Descriptors: Foreign Countries, Courseware, Animation, Learning Motivation
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Pardo, Abelardo; Han, Feifei; Ellis, Robert A. – IEEE Transactions on Learning Technologies, 2017
Self-regulated learning theories are used to understand the reasons for different levels of university student academic performance. Similarly, learning analytics research proposes the combination of detailed data traces derived from technology-mediated tasks with a variety of algorithms to predict student academic performance. The former approach…
Descriptors: Student Centered Learning, Learning Theories, College Students, Academic Achievement
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Stelea, Sorina; Girón-García, Carolina – International Journal of Education and Development using Information and Communication Technology, 2017
The present study has a double purpose: firstly, to evaluate the effect of JClic on students' performance in the use of Simple Present Perfect in English and secondly, to establish the impact of the use of JClic on students' engagement and motivation. In other words, this research seeks to find out if student engagement and motivation in the…
Descriptors: Computer Assisted Instruction, Second Language Learning, Second Language Instruction, Teaching Methods
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Kasami, Naoko – Research-publishing.net, 2017
The purpose of this study was to explore how a Digital StoryTelling (DST) assignment affected and changed students' motivations for learning English as a Foreign Language (EFL) in comparison with a StoryTelling (ST) assignment. A course entitled "Information English" was held for Japanese university students at a faculty of information…
Descriptors: Foreign Countries, College Students, Second Language Learning, English (Second Language)
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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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