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Chen, Chen; Du, Xiangyun – Asia-Pacific Education Researcher, 2022
This study explores project-based online intercultural collaborative learning for non-native beginners' CFL learning (Chinese as a Foreign Language) in Denmark. Adopting a quasi-experimental design, two parallel classes were involved in the study wherein the same learning contents and project-based learning was used in both. An additional element…
Descriptors: Chinese, Second Language Instruction, Foreign Countries, Cooperative Learning
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Jagiello, Tess; Wuthrich, Viviana M.; Ellis, Louise A. – British Journal of Educational Psychology, 2022
The final year of secondary school has been shown to be associated with heightened student stress. Psychological interventions have been shown to be effective in reducing and preventing distress in students during this school period, although the widespread adoption of these interventions into school settings is limited. There have been recent…
Descriptors: Evidence Based Practice, Cognitive Restructuring, Behavior Modification, High School Teachers
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Lin, Xiao-Fan; Liang, Zhong-Mei; Chan, Kan Kan; Li, Wenyi; Ling, Xiaolan – Journal of Computer Assisted Learning, 2022
Background: The contextual and interactive learning research was motivated by the need to enhance the healthcare training effect of caregivers of patients with suspected COVID-19 infection during quarantine. However, there is a lack of effective approaches to integrating mobile contextual learning into interactive learning. Objectives: Therefore,…
Descriptors: COVID-19, Pandemics, Telecommunications, Handheld Devices
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Scheibel, Gretchen; Zane, Thomas L.; Zimmerman, Kathleen N. – Exceptional Children, 2022
Schools bear the burden of funding the majority of the services received by children with autism spectrum disorder (ASD) with the assumption that spent resources will result in meaningful positive outcomes for these students. Interventions lacking empirical support remain popular in schools despite lacking or limited evidence that students will…
Descriptors: Program Costs, Cost Effectiveness, Program Effectiveness, Research and Development
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Ke, Fengfeng; Moon, Jewoong; Sokolikj, Zlatko – Journal of Special Education Technology, 2022
In this study, the researchers explored the usage of a virtual reality (VR)-based social skills learning environment for children with autism spectrum disorder (ASD). Using OpenSimulator, the researchers constructed a desktop VR-based learning environment that supports social-oriented role-play, gaming, and design by children with ASD. Seven 10-14…
Descriptors: Computer Simulation, Autism, Pervasive Developmental Disorders, Social Development
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Julier, Rebecca; Benfield, Jacqueline K. – International Journal of Language & Communication Disorders, 2022
Background: The lack of high-quality evidence to support specific treatment approaches has been widely documented in the existing literature, with evidence suggesting speech and language therapists (SLTs) frequently rely on experience and expert opinion to inform treatment. One approach that is commonly used within dysphagia management, in spite…
Descriptors: Hospitals, Allied Health Personnel, Speech Language Pathology, Eating Disorders
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Johansson-Malmeling, Charlotte; Antonsson, Malin; Wengelin, Åsa; Henriksson, Ingrid – International Journal of Language & Communication Disorders, 2022
Background: Intervention studies aimed to improve the written production of single words by persons with aphasia have yielded promising results and there is growing interest in interventions targeting text writing. The development of technical writing aids offers opportunities for persons with aphasia, and studies have shown that using them can…
Descriptors: Intervention, Aphasia, Writing Skills, Males
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Muliyati, Dewi; Sumardani, Dadan; Siswoyo, Siswoyo; Bakri, Fauzi; Permana, Handjoko; Handoko, Erfan; Sari, Ni Larasati Kartika – Education and Information Technologies, 2022
Computational thinking (CT) is an essential skill in the twenty-first century. The computational physics course (CPC) is one subject that is designed to support students in the practice of CT. Many studies show that the worksheets could be a solution in a CPC as a scaffold to achieve the CT objectives both online and offline. The study aims to…
Descriptors: Computation, Thinking Skills, 21st Century Skills, Physics
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Hai, Nguyen Chi – European Journal of Educational Research, 2022
Higher education plays an important role in providing students with knowledge and skills to enter the labor market. The quality of higher education, the satisfaction of the quality of higher education has been concerned by many individuals and organizations. The study aims to explore the factors affecting student satisfaction with the quality of…
Descriptors: Foreign Countries, Higher Education, Educational Quality, College Students
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Boeve-de Pauw, Jelle; Ardies, Jan; Hens, Katrien; Wullemen, Ann; Van de Vyver, Yannick; Rydant, Tom; De Spiegeleer, Lotje; Verbraeken, Hanne – International Journal of Technology and Design Education, 2022
STEM presents a challenge to education at large. The enrollment numbers in higher education STEM tracks are ever-decreasing numbers all around the globe. More so, young people's interest in and attitudes towards STEM seem to be free falling. Educational interventions that can help boost the attractiveness of STEM are therefore needed, and diverse…
Descriptors: Program Effectiveness, Technology Uses in Education, STEM Education, Intervention
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Jdaitawi, Malek Turki; Kan'an, Ashraf F. – Contemporary Educational Technology, 2022
In higher education settings, students are required to use their own devices to record attendance interact with classes through online systems and other learning-teaching sources such as timetables, virtual learning environment. Real opportunity to use digital technology such as augmented reality AR technology have been used in several fields,…
Descriptors: Students with Disabilities, Computer Simulation, Educational Technology, Technology Uses in Education
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Li, Danyi; Fu, Linyun; Yang, Yuanyuan; An, Ruopeng – Health Education Research, 2022
Social media holds the potential to engage adolescents and young adults and to facilitate interventions improving Human Papillomavirus Vaccine (HPVV). This article systematically reviewed the literature on Cochrane Library, PubMed, Web of Science, EMBASE, Scopus and CINAHL. Interventions delivered or facilitated by social media with outcomes of…
Descriptors: Social Media, Adolescents, Young Adults, Sexually Transmitted Diseases
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Roberts, Garrett J.; Hall, Colby; Cho, Eunsoo; Coté, Brooke; Lee, Jihyun; Qi, Bingxin; Van Ooyik, Jacklyn – Educational Psychology Review, 2022
This best-evidence synthesis reviews the past 20 years of rigorous reading intervention research to identify effective programs of instruction for Grade K-3 English Learners (ELs), as well as to determine the average effect of reading instruction on reading outcomes for this population. We identified 10 studies, all of which only included students…
Descriptors: Reading Research, Intervention, English Language Learners, Elementary School Students
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Boudreaux, Gregory M.; Haugh, Janine; Johnson, Ed; Tinney, Laura; Whitlock, Cathy – PRIMUS, 2022
Several publishing companies now offer competing brands of online homework (OHW) software. Students rarely have a voice in choosing their required course materials, even though, ultimately, they will be asked to use and pay for these systems. In this study, Calculus I students each tested three different OHW systems. The students were then asked…
Descriptors: Mathematics Instruction, Calculus, Homework, Educational Technology
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Luo, Zhanni – Education and Information Technologies, 2022
Gamification refers to the use of game-design elements or mechanisms in non-game contexts to promote the expected behaviours. Though theoretically promising, empirical studies reported mixed results as to the effectiveness of gamification in educational practices. To understand this issue better, this author selected 44 articles on the topic of…
Descriptors: Game Based Learning, Program Effectiveness, Educational Games, Computer Games
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