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No Child Left Behind Act 20011
Showing 1,006 to 1,020 of 2,193 results Save | Export
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Dodds, Colin B.; Whelan, Alison; Kharrufa, Ahmed; Satar, Müge – Research-publishing.net, 2021
This chapter is based on a workshop at IVEC 2020 which presented a model of Virtual Exchange (VE) facilitated by interactive, digital, and cultural artefacts created using a progressive web app developed by the EU-funded ENACT project team. The model offers an innovative approach to online intercultural exchange through the opportunity to create,…
Descriptors: Computer Software, Second Language Learning, Second Language Instruction, Open Educational Resources
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Xu, Yu-Jie; Chiou, Shang-Chia; You, Manlai – Computer Assisted Language Learning, 2020
This study explored interactive interface design for writing practice, feedback, and grading in Chinese character learning systems. In the experiment, 30 novice Chinese learners were invited to perform designated learning tasks on two different learning systems. Learning times and outcomes were measured. The results indicated that improvement of…
Descriptors: Second Language Learning, Second Language Instruction, Chinese, Orthographic Symbols
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Laffey, Dennis – English Teaching, 2020
This study compares the results of a survey of vocabulary learning strategy (VLS) use and perceived helpfulness by Korean university students to the taxonomy of VLS first presented by Schmitt. VLS suggested by previous research by the author and changes in technology since the original taxonomy was compiled were added to Schmitt's list. The survey…
Descriptors: Vocabulary Development, Learning Strategies, Second Language Learning, Second Language Instruction
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Yavuz, Fatih; Ozdemir, Emrah; Celik, Ozgur – World Journal on Educational Technology: Current Issues, 2020
Writing is one of the most difficult and neglected skills for EFL learners. Gamification, the use of game elements to increase user experience and interest in non-game content, can be used to deal with writing anxiety which is considered as a hindering affective factor in successful language learning. Within this scope, this study aims to…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, English (Second Language)
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Kim, Soojin – Intercultural Communication Education, 2020
This paper reports findings from a case study of intercultural telecollaboration between elementary school students in South Korea and the United States via the social networking service "Classting." The goal was to provide an opportunity for Korean students with limited exposure to authentic English language communication to interact…
Descriptors: Elementary School Students, Intercultural Communication, Case Studies, Social Networks
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Esmaeili, Zeynab; Shahrokhi, Mohsen – International Journal of Language Education, 2020
This study aimed at investigating the effect of Memrise application on Iranian EFL learners' collocation learning and retention. To this end, a quasi-experimental design was used. 75 Iranian intermediate EFL learners studying English at a private language institute, namely Farahan, Iran were selected to participate in the study based on…
Descriptors: Phrase Structure, Second Language Learning, Second Language Instruction, English (Second Language)
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Gacs, Adam; Goertler, Senta; Spasova, Shannon – Foreign Language Annals, 2020
Online (language) teaching has been found to be as effective as face-to-face (F2F) learning (Moneypenny & Aldrich 2016, "J. Educators Online," 13, 105-174; Goertler & Gacs, 2018, "Die Unterrichtspraxis/Teaching German," 51, 156-174). Online language teaching has different affordances and challenges than F2F teaching,…
Descriptors: Online Courses, Teaching Methods, Second Language Learning, Second Language Instruction
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Sadiq, Assadullah – Journal of Early Childhood Literacy, 2020
Although there is a growing body of literature which focuses on museums' role in supporting children's literacy, there is also a need for studies to show ways in which museums can support refugee families' literacy practices. In light of this gap, this qualitative study explores the role of a children's museum in the literacy practices of a recent…
Descriptors: Museums, Refugees, Family Literacy, Role
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Sydorenko, Tetyana; Jones, Zachary W.; Daurio, Phoebe; Thorne, Steven L. – Language Learning & Technology, 2020
Usage-based linguistics posits that communicative functions, including pragmatics, are at the core of language (Tomasello, 1992). It is surprising, then, that pragmatics is rarely systematically included in second language curricula (e.g., Bardovi-Harlig, 2017), especially since pragmatics instruction has been shown to significantly contribute to…
Descriptors: Teaching Methods, Pragmatics, Independent Study, Language Usage
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Wagner, Elvis – Language Assessment Quarterly, 2020
The Duolingo English Test (DET) is a computer adaptive test of English proficiency that is increasingly used for English-medium university admissions purposes. During the COVID-19 pandemic of 2020, test centers were shut down in many countries, and major tests including the TOEFL iBT and IELTS could not be administered. The DET is an "at…
Descriptors: Language Tests, Computer Software, Computer Assisted Testing, Second Language Learning
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Huang, Shu; Renandya, Willy A. – Innovation in Language Learning and Teaching, 2020
This article reports on an exploratory study which investigated the impact of automated feedback in a writing class among some Chinese EFL university learners who were at a lower language level. In particular, the study explored the students' perceptions of Pigai, the largest and most popular locally designed automated writing evaluation system…
Descriptors: English (Second Language), College Students, Second Language Learning, Second Language Instruction
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Purgina, Marina; Mozgovoy, Maxim; Blake, John – Journal of Educational Computing Research, 2020
Gamification of language learning is a clear trend of recent years. Widespread use of smartphones and the rise of mobile gaming as a popular leisure activity contribute to the popularity of gamification, as application developers can rely on an unprecedented reach of their products and expect acceptance of game-like elements by the users. In terms…
Descriptors: Computer Games, Computer Simulation, Grammar, Computer Software
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Martin, Kit; Lam, Eva – Grantee Submission, 2020
Transnational youth use digital media to affiliate with diverse cultural and linguistic practices, as demonstrated through the use of multiple languages and hybrid linguistic codes, media genres and multimodal expressions in the youths' online communication and writing (Black, 2009; Domingo, 2014; Kim, 2016). This study introduces a learning…
Descriptors: Multilingualism, Information Technology, Language Usage, Code Switching (Language)
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Hayashi, Kotaro; Sato, Takeshi – Research-publishing.net, 2020
This study investigates the effectiveness of an Artificial Intelligence (AI) speaker as a device used for interactions in a foreign language (L2), and a tracking eye installed on the speaker to reduce L2 anxiety. L2 anxiety is an urgent issue since the anxiety derived from a fear of being judged, being negatively evaluated, or being rejected by…
Descriptors: Second Language Learning, Second Language Instruction, Eye Movements, Artificial Intelligence
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Lomartire, Simone – Research-publishing.net, 2018
The present article focusses on the use of the Electronic Language Log (ELL) as a tool to monitor independent learning practices by "ab initio" students of Italian in their first year of study at the University of Leeds. The ELL is first described in the pedagogic framework from which it derives, the language log; the primary aim of this…
Descriptors: Italian, Second Language Learning, Second Language Instruction, Independent Study
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