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Case, Adam – TechTrends: Linking Research and Practice to Improve Learning, 2022
This article presents an experimental first-year seminar that uses game-based learning to develop the creative problem-solving abilities of first-year college students at a mid-sized university. A discussion on how the computer game, "The Witness," was incorporated into the first-year seminar is given along with an overview of teaching…
Descriptors: Computer Games, Game Based Learning, Problem Solving, Creative Thinking
Tatman, Rachael – ProQuest LLC, 2017
All language use reflects the user's social identity in systematic ways. While humans can easily adapt to this sociolinguistic variation, automatic speech recognition (ASR) systems continue to struggle with it. This dissertation makes three main contributions. The first is to provide evidence that modern state-of-the-art commercial ASR systems…
Descriptors: Dialects, Self Concept, Acoustics, Sociolinguistics
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Fields, Deborah; Enyedy, Noel – Mind, Culture, and Activity, 2013
Changing an established role in a classroom is difficult. It involves constructing a new set of relations within a community. In this article we investigate how students with newly developed interest and experience in programming developed outside the classroom pick up and establish their roles as experts in programming within the classroom…
Descriptors: Programming, Computer Software, Expertise, Peer Teaching
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Yang, Yan – Journal of Workplace Learning, 2012
Purpose: This paper aims to discuss the challenge for the classical idea of professionalism in understanding the Chinese software engineering industry after giving a close insight into the development of this industry as well as individual engineers with a psycho-societal perspective. Design/methodology/approach: The study starts with the general…
Descriptors: Foreign Countries, Identification, Engineering, Industry
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Boon, Stuart; Sinclair, Christine – Educational Media International, 2009
The authors use their own experiences with social software to argue for the need for caution in its uses in education. They particularly draw attention to difficulties in engagement, the effects on identity, an emphasis on superficial issues, lack of coherence, and problems with authenticity and trust. While Facebook and Second Life appear to have…
Descriptors: Internet, Web Sites, Social Networks, Creativity