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Calvo-Morata, Antonio; Rotaru, Dan Cristian; Alonso-Fernandez, Cristina; Freire-Moran, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2020
Bullying is a serious social problem at schools, very prevalent independently of culture and country, and particularly acute for teenagers. With the irruption of always-on communications technology, the problem, now termed cyberbullying, is no longer restricted to school premises and hours. There are many different approaches to address…
Descriptors: Educational Games, Bullying, Computer Mediated Communication, Learning Analytics
Pellerin, Martine – Research-publishing.net, 2020
The paper examines how the game Minecraft can be used as a new digital learning environment in the context of second language teaching and learning. It explores how the concepts of digital space and digital place within the new 3D digital environment can contribute to reshaping the language learners' experience and promote greater engagement in…
Descriptors: Second Language Instruction, Second Language Learning, Elementary School Students, French
Rebekah Radtke; Eduardo Santillan-Jimenez; Margaret Mohr-Schroeder – International Journal of Designs for Learning, 2020
University students, faculty, and staff from science, engineering, education, entrepreneurship, and design (SEE(E)D) backgrounds developed a video game to leverage outreach efforts promoting sustainability, science, technology, engineering, and mathematics ((S)STEM) to underserved students. This was accomplished by transforming a board…
Descriptors: Video Games, Energy Education, STEM Education, Outreach Programs
Nikolov, Marianne; Timpe-Laughlin, Veronika – Language Teaching, 2021
Given the exponential growth in the popularity of early foreign language programs, coupled with an emphasis of evidence-based instruction, assessing young learners' (YLs) foreign language abilities has moved to center stage. This article canvasses how the field of assessing young learners of foreign languages has evolved over the past two decades.…
Descriptors: Second Language Learning, Second Language Instruction, Measurement, Second Language Programs
Arciuli, Joanne; Bailey, Benjamin – Language, Speech, and Hearing Services in Schools, 2021
Purpose: Children with autism have an increased likelihood of reading difficulties. The reasons for this are numerous and varied, but many children with autism can learn to read when they are provided with evidence-based early reading instruction. Method: Here, we provide an overview of some of the factors that impact early reading development for…
Descriptors: Early Reading, Beginning Reading, Emergent Literacy, Reading Instruction
Chen, Xieling; Zou, Di; Xie, Haoran; Cheng, Gary – Educational Technology & Society, 2021
Personalized language learning (PLL), a popular approach to precision language education, plays an increasingly essential role in effective language education to meet diverse learner needs and expectations. Research on PLL has become an active sub-field of research on technology-enhanced language learning and artificial intelligence applications…
Descriptors: Second Language Learning, Second Language Instruction, Individualized Instruction, Trend Analysis
Marsa, Shella Septina; Kuspiyah, Hastuti Retno; Agustina, Eka – Journal of English Teaching, 2021
Kahoot! Game is one of the advancements in learning technology. It can facilitate and motivate the students for being active and understanding the content of the text. This study aimed to find out whether there is or not any significant difference between the students who are taught by using Kahoot! Game and the students who are taught by using a…
Descriptors: Games, Learning Motivation, Reading Comprehension, Reading Achievement
Zhao, Dan; Muntean, Cristina Hava; Chis, Adriana E.; Muntean, Gabriel-Miro – IEEE Transactions on Education, 2021
Contribution: This research study deploys three serious games with various topics in an entry-level C Programming module and investigates students' learning outcomes. The study also explores whether learners belonging to different subgroups benefit more from the use of serious games than their peers. The subgroups are formed based on learner…
Descriptors: Programming, Programming Languages, Teaching Methods, Computer Games
Zou, Di; Huang, Yan; Xie, Haoran – Computer Assisted Language Learning, 2021
Given the importance of word knowledge for second language acquisition, there is always a need for effective word-learning approaches from language learners. With the rapid development of educational technologies, game-based learning is emerging into a field with considerable potential, within which, digital game-based vocabulary learning has…
Descriptors: Vocabulary Development, Game Based Learning, Teaching Methods, Second Language Learning
Ng, Davy Tsz Kit; Chu, Samuel Kai Wah – Online Learning, 2021
In Hong Kong, after-school activities have long been used to foster friendships and to allow students to pursue their interests in an informal setting. This case study reports on a three-phase action research process in which information technology teachers delivered after-school activities focused on artificial intelligence during the COVID-19…
Descriptors: Student Motivation, Student Satisfaction, Secondary School Students, Artificial Intelligence
Rodrigues, Micaías A. – International Baltic Symposium on Science and Technology Education, 2021
Pandemic has changed the way education has taken place in Brazil, which has occurred remotely. The classes have been taught in the public network especially through lives or WhatsApp. In this paper, the way in which the training activities of the supervised internship and the Pedagogical Residency in the teaching of Physics in schools took place…
Descriptors: Pandemics, Educational Change, Distance Education, COVID-19
Michael Hofmeyr – Technology in Language Teaching & Learning, 2021
While the existing CALL literature identifies a range of positive learning outcomes for second language acquisition (SLA) that may be achieved through digital game-based activities, Peterson (2013) points to the need for additional theory-led research to shed more light on the learning processes involved. To this end, a case study was carried out…
Descriptors: Teaching Methods, Second Language Instruction, Second Language Learning, Persuasive Discourse
Scarlatos, Lori; Engoron, Eric; Block, Pamela; Evans, Cassandra – International Journal of Mobile and Blended Learning, 2019
A common problem for people with disabilities, particularly those who rely on mobility devices, is learning to navigate a new environment. This is especially troublesome for students who are attending a new university and need to figure out how to get from one place to another. All Together Now is a mobile multi-player cooperative game developed…
Descriptors: Students with Disabilities, Game Based Learning, Advocacy, Handheld Devices
Chen, Ming-Hsiu Mia; Tsai, Shih-Ting; Chang, Chi-Cheng – Education Sciences, 2019
This study explored the effects of scenario simulation games and e-textbooks on the learning outcomes of elementary school students. The study subjects were 60 primary school students classified into two groups: The experimental group was provided with scenario simulation course materials, and the control group received e-textbook materials. The…
Descriptors: Game Based Learning, Instructional Effectiveness, Elementary School Students, Elementary School Science
Uçak, Esra – International Journal of Progressive Education, 2019
The present study aims to investigate the opinions of prospective science teachers about the use of QR codes in the teaching materials that they prepared in the "Instructional Technologies and Material Development" course. The study group consists of 38 (32 female, 6 male) 3rd-year prospective science teachers who attended the…
Descriptors: Instructional Materials, Science Teachers, Science Education, Foreign Countries

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