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Abrams, Sandra Schamroth; Walsh, Sara – Journal of Adolescent & Adult Literacy, 2014
This article explores the ways "gamification" can play a role in adolescents' development of vocabulary. Gamification involves the application of game-design thinking and play elements to non-game activities, such as routine homework or classroom lessons. Drawing upon data from in-school and after-school settings, the authors…
Descriptors: Games, Design, Play, Adolescents
Wang, Y.-H. – Journal of Computer Assisted Learning, 2016
In this study, the researcher aimed to develop a mobile-assisted learning system and to investigate whether it could promote teenage learners' classical Chinese learning through the flipped classroom approach. The researcher first proposed the structure of the Cross-device Mobile-Assisted Classical Chinese (CMACC) system according to the pilot…
Descriptors: Foreign Countries, Chinese, Computer Assisted Instruction, Computer Uses in Education
Casale-Giannola, Diane; Green, Linda Schwartz – Corwin, 2012
Motivating adolescents to learn can be a challenge! Often distracted and easily bored, these kids are also critical thinkers capable of thriving in the classroom while learning 21st century skills. How do we hold their attention and develop their abilities? Research shows that all students--regardless of learning style, disability category, or…
Descriptors: Instructional Design, Learning Strategies, Active Learning, Thinking Skills