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Showing 511 to 525 of 655 results Save | Export
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Tlili, Ahmed; Denden, Mouna; Essalmi, Fathi; Jemni, Mohamed; Chang, Maiga; Kinshuk; Chen, Nian-Shing – Interactive Learning Environments, 2023
The ability of automatically modeling learners' personalities is an important step in building adaptive learning environments. Several studies showed that knowing the personality of each learner can make the learning interaction with the provided learning contents and activities within learning systems more effective. However, the traditional…
Descriptors: Learning Analytics, Learning Management Systems, Intelligent Tutoring Systems, Bayesian Statistics
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Kazu, Ibrahim Yasar; Kuvvetli, Murat – International Journal of Psychology and Educational Studies, 2023
Correct pronunciation significantly increases the intelligibility of communication. However, it is uncertain whether acquiring the pronunciation of the words enhances word retention capability. Therefore, the major purpose of this research is to evaluate whether vocabulary acquisition with the aid of pronouncing with artificial intelligence leads…
Descriptors: Artificial Intelligence, Teaching Methods, Pronunciation Instruction, High School Students
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Poole, Frederick J.; Clarke-Midura, Jody – Language Learning & Technology, 2023
Research involving digital games and language learning is rapidly growing. One advantage of using digital games to support language learning is the ability to collect data on students learning in real time. In this study, we use educational data mining methods to explore the relationship between in-game data and elementary students' Chinese…
Descriptors: Computer Games, Second Language Learning, Second Language Instruction, Data Analysis
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Nozhovnik, Oleh; Harbuza, Tetiana; Teslenko, Natalia; Okhrimenko, Olena; Zalizniuk, Viktoriia; Durdas, Alla – International Journal of Educational Methodology, 2023
The purpose of this study was to examine the potential impact of integrating the Smart Sender platform to gamify and automate L2 e-classes on students' motivation, English language proficiency in reading and language use, engagement, and attitudes towards the platform. This experimental research employed a quasi-experimental design, specifically a…
Descriptors: Second Language Learning, Second Language Instruction, Artificial Intelligence, Computer Assisted Instruction
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Damron, Kelly – Journal of Instructional Research, 2019
A board game is used in financial accounting courses as a means to engage students actively in their own learning. Since many students are intimidated by accounting or find the topic uninteresting, the use of games, especially a board game, encourages them to engage actively. After playing the board game, the students in the classroom appreciate a…
Descriptors: Games, Game Based Learning, Teaching Methods, Learner Engagement
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Örnekoglu Selçuk, Melis; Emmanouil, Marina; Grizioti, Marianthi; Van Langenhove, Lieva – Designs for Learning, 2022
Design Thinking (DT) is not merely a well-known design methodology but also an entire mindset towards solving complex societal problems in an innovative way. Its popularity in diverse disciplines beyond design, is due to its relation with the development of key 21st-century skills, such as creativity, critical thinking, collaboration and…
Descriptors: Design, Research Methodology, Problem Solving, Games
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Chen, Ching-Huei; Huang, Kun; Liu, Jun-Han – Asia-Pacific Education Researcher, 2020
This quasi-experimental study investigated the effects of enhancing digital game-based science learning with the predict-observe-explain (POE) inquiry scaffolds. One hundred twenty seventh-grade students were assigned to either an experimental group or a control group. The two groups of students played the same game, but the experimental group…
Descriptors: Game Based Learning, Teaching Methods, Science Instruction, Student Behavior
Barry, Dana M.; Kanematsu, Hideyuki – Online Submission, 2020
The coronavirus pandemic has had a profound impact on teaching. As a result of the crisis, instructors world-wide had to quickly adapt and shift to remote teaching. This paper describes three useful methods of instruction used in Northern New York State Colleges (United States) and KOSEN's National Institute of Technology at Suzuka College…
Descriptors: Foreign Countries, Comparative Education, Teaching Methods, Distance Education
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Amr M. Mohamed; Tahany S. Shaaban; Hassen Alazhar Jmaiel – Journal of Attention Disorders, 2024
Objective: The purpose of this study was to examine the perspectives of English as a Foreign Language Special Education teachers (EFLSE) regarding game-based learning approaches for addressing behavioral disorders in ADHD patients. Method: The study involved a sample (n = 131) of EFLSE teachers who completed a questionnaire to determine how…
Descriptors: Special Education Teachers, English (Second Language), Teacher Attitudes, Game Based Learning
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Pinto, Rafael Darque; Peixoto, Bruno; Melo, Miguel; Cabral, Luciana; Bessa, Maximino – Education Sciences, 2021
Virtual reality has shown to have great potential as an educational tool when it comes to new learning methods. With the growth and dissemination of this technology, there is a massive opportunity for teachers to add this technology to their methods of teaching a second/foreign language, since students keep showing a growing interest in new…
Descriptors: Second Language Learning, Second Language Instruction, Research Reports, Computer Games
Natalie Sarah Evans – ProQuest LLC, 2021
The current study examined the impact of experiencing either a guided play or direct instruction learning environment on causal learning, curiosity, and divergent thinking. Forty-three children (age 4- to 6-years) participated in an online experiment in which they completed a causal learning task in either guided play or direct instruction…
Descriptors: Preschool Children, Elementary School Students, Play, Game Based Learning
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Muntrikaeo, Kuntida; Poonpon, Kornwipa – English Language Teaching, 2022
The purposes of this study were to investigate the effects of task-based instruction using online language games in a flipped learning environment (TGF) in developing the English oral communication ability of Thai secondary students and examine the students' opinions of the task-based instruction using online language games in a flipped learning…
Descriptors: Secondary School Students, Second Language Learning, Second Language Instruction, English (Second Language)
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Zhang, Ruofei; Zou, Di – Computer Assisted Language Learning, 2022
Digital technologies have been widely used to enhance language learning, the effectiveness of which has been acknowledged in the literature. With the rapid development of digital devices and technologies, increasing technologies have been used in the most recent several years, leading to more diversified approaches to language education. This…
Descriptors: Second Language Learning, Second Language Instruction, Computer Assisted Instruction, Teaching Methods
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Yig, Katibe Gizem; Sezgin, Sezan – Journal of Educational Technology and Online Learning, 2021
This paper presents an explorative holistic analysis of digitally-constructed gamification processes in mathematics education. The main aim of this study is to identify the key issues, intentions and trends by examining peer-reviewed publications using a combination of social network analysis (SNA), computerized lexical analysis and content…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
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Petrikovicová, Lucia; Durinková, Adriána; Králik, Roman; Kurilenko, Victoria – European Journal of Contemporary Education, 2021
As part of the educational process, it is currently difficult for a teacher to engage students for the amount of information that is available all around us today. Therefore, it is necessary to choose appropriate methods and actively prepare various teaching aids that can motivate students, arouse interest in self-study and thus educate them. The…
Descriptors: Textbooks, Field Trips, Teaching Methods, Geography Instruction
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