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Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
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Thurlings, Marieke; Evers, Arnoud T.; Vermeulen, Marjan – Review of Educational Research, 2015
Innovative behavior can be described as a process in which new ideas are generated, created, developed, applied, promoted, realized, and modified by employees to benefit role performance. Various reasons, such as rapid technological and social changes in society, underline the necessity for innovative behavior of employees and certainly of…
Descriptors: Foreign Countries, Models, Educational Innovation, Teacher Behavior
Yang, Shen-Keng – 2001
As Western modernity has achieved global proportions, the race for development in non-Western countries feeds back and reinforces the compulsive attempt to "keep up," in a universal process of mimicry. The theories, models, and concepts derived from Western experiences are justifiably universalized. As part of the closely interconnected…
Descriptors: Comparative Education, Educational Change, Educational History, Educational Innovation