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Showing 1 to 15 of 16 results Save | Export
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Rashmi Aggarwal, Editor; Prachi Gupta, Editor; Satinder Singh, Editor; Rajni Bala, Editor – IGI Global, 2024
In the field of education, the quick progression of technologies poses both unprecedented challenges and unparalleled opportunities. As our classrooms undergo a large shift, traditional practices are being questioned, demanding a reevaluation of how we teach, learn, and prepare the leaders of tomorrow. The consensus is clear: for our students to…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
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Barr, Matthew – Digital Education and Learning, 2019
This book explores the efficacy of game-based learning to develop university students' skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as "World of…
Descriptors: College Students, Game Based Learning, Video Games, Instructional Effectiveness
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Kayi-Aydar, Hayriye, Ed.; Reinhardt, Jonathon, Ed. – Language Learning & Language Teaching, 2022
This volume demonstrates how various methodologies and tools have been used to analyze the multidimensional, dynamic, and complex nature of identities and professional development of language teachers in digital contexts that have not been adequately examined before. It therefore offers new understandings and conceptualizations of language teacher…
Descriptors: Second Language Learning, Second Language Instruction, Language Teachers, Professional Identity
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Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Sampson, Demetrios G., Ed. – Cognition and Exploratory Learning in the Digital Age, 2022
This volume focuses on the implications of digital technologies for educators and educational decision makers that are not widely represented in the literature. The chapters contained in the volume are based on the presentations at the 2020 edition of the CELDA conference and cover multiple developments in the field such as deploying learning…
Descriptors: Educational Technology, Electronic Learning, Technology Integration, Teaching Methods
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Attou, Amal Ben, Ed.; Ciddi, M. Lutfi, Ed.; Unal, Mevlut, Ed. – International Society for Technology, Education, and Science, 2022
"Proceedings of International Conference on Studies in Education and Social Sciences" includes full papers presented at the International Conference on Studies in Education and Social Sciences (ICSES) which took place on November 10-13, 2022, in Antalya, Turkey. The aim of the conference is to offer opportunities to share ideas, to…
Descriptors: Educational Technology, Secondary Education, Foreign Countries, Higher Education
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Haas, Leslie, Ed.; Tussey, Jill, Ed. – IGI Global, 2021
The idea of storytelling goes beyond the borders of language, culture, or traditional education, and has historically been a tie that bonds families, communities, and nations. Digital storytelling offers opportunities for authentic academic and non-academic literacy learning across a multitude of genres. It is easily accessible to most members of…
Descriptors: Story Telling, Elementary Secondary Education, Popular Culture, Video Games
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Shelley, Mack, Ed.; Admiraal, Wilfried, Ed.; Akcay, Hakan, Ed. – International Society for Technology, Education, and Science, 2021
"Proceedings of International Conference on Education in Mathematics, Science and Technology" includes full papers presented at the International Conference on Education in Mathematics, Science and Technology (ICEMST) which took place on April 1-4, 2021 in Antalya, Turkey. The aim of the conference is to offer opportunities to share…
Descriptors: STEM Education, Chemistry, Science Instruction, Climate
Hung, Aaron Chia Yuan – Peter Lang New York, 2011
Some educational researchers claim that videogames can energize learning in both traditional and non-traditional contexts; cultivate skills more useful to a changing economy; and present information in ways more appealing to students. The notion of "serious games" dates back as early as the 1950s, but so far has failed to make a significant…
Descriptors: Play, Video Games, Ethnography, Educational Researchers
Elizabeth Losh – MIT Press, 2014
Behind the lectern stands the professor, deploying course management systems, online quizzes, wireless clickers, PowerPoint slides, podcasts, and plagiarism-detection software. In the seats are the students, armed with smartphones, laptops, tablets, music players, and social networking. Although these two forces seem poised to do battle with each…
Descriptors: MOOCs, College Faculty, Learning Management Systems, Educational Technology
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Tafazoli, Dara, Ed.; Gomez Parra, M. Elena, Ed.; Huertas-Abril, Cristina A., Ed. – IGI Global, 2018
The ability to effectively communicate with individuals from different linguistic and cultural backgrounds is an invaluable asset. Learning a second language proves useful as students navigate the culturally diverse world; however, studying a second language can be difficult for learners who are not immersed in the real and natural environment of…
Descriptors: Cultural Differences, Cultural Awareness, Culturally Relevant Education, Educational Technology
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Noroozi, Omid, Ed.; Sahin, Ismail, Ed. – International Society for Technology, Education, and Science, 2022
The aim of the International Society for Technology, Education, and Science (iHSES) conference is to offer opportunities to share ideas, discuss theoretical and practical issues, and connect with the leaders in the fields of "humanities," "education" and "social sciences." It is organized for: (1) faculty members in…
Descriptors: Flipped Classroom, Student Diversity, Student Experience, College Students
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Pracana, Clara, Ed.; Wang, Michael, Ed. – Online Submission, 2021
This book contains a compilation of papers presented at the International Psychological Applications Conference and Trends (InPACT) 2021, organized by the World Institute for Advanced Research and Science (W.I.A.R.S.), that this year has been converted into a fully Virtual Conference as a result of the ongoing Coronavirus (COVID 19) pandemic.…
Descriptors: Educational Psychology, Clinical Psychology, Social Psychology, Cognitive Psychology
Klopfer, Eric – MIT Press (BK), 2008
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…
Descriptors: Electronic Learning, Video Games, Educational Games, Lifelong Learning
Tobias, Sigmund, Ed.; Fletcher, J. D., Ed. – IAP - Information Age Publishing, Inc., 2011
There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games,…
Descriptors: Evidence, Constructivism (Learning), Play, Video Games
Westman, Craig; Bouman, Penny – American Association of Collegiate Registrars and Admissions Officers (AACRAO), 2006
This book was written both to examine and reveal the Gamer generation as a popular culture trend that has been two plus decades in the making and shaping. And, it is a generation that is now entering college--Gen G. This book explores how the Gamer generation is less a subset of the Millennial generation, but rather a unique generation unto…
Descriptors: Video Games, Popular Culture, Information Technology, Higher Education
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