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Afra Çalik; Ali Sen; Zeynep Aydin; Ercan Altug Yilmaz – International Society for Technology, Education, and Science, 2023
Gamification is an approach that solves real-life motivational problems with game design techniques by target a long-term behavioral change in participants. However, the application models in gamification design are limited and lack a holistic approach in scope. While existing models may seem sufficient on their own, they tend to focus on certain…
Descriptors: Gamification, Behavior Change, Holistic Approach, Design Requirements
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Lubinska, Dorota – Journal of Multilingual and Multicultural Development, 2021
Informed by Spolsky's language policy model and the notion of audience design, this study addresses the under-researched context of the multi-generational family originating in the old Polish migration to Sweden. Two families were studied with a focus on (i) intra-familial language choice, and (ii) language policies derived from this choice and…
Descriptors: Language Usage, Family Relationship, Language Planning, Models
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Kalfut, Thamer – English Language Teaching, 2021
A sense of audience is important in the development of student writing (Many & Henderson, 2005). Research shows students need to consider an audience's attitudes, beliefs, and expectations to be effective writers (Midgette, Haria, & MacArthur, 2007). Therefore, students need learning opportunities in L2 classrooms to develop this ability.…
Descriptors: Audience Awareness, Textbooks, Textbook Content, Textbook Evaluation
Shoshannah Brienz Jenni Lane – ProQuest LLC, 2024
The employment of genre-based pedagogy and Task-Based Language Teaching in second language education is representative of a paradigmatic shift towards a focus on meaning-making. Despite this shift, second language acquisition (SLA) research continues to predominantly rely on complexity, accuracy, and fluency metrics to assess learner production…
Descriptors: Second Language Learning, Second Language Instruction, German, Electronic Mail