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Showing all 11 results Save | Export
Ed. Yi-Fang Lee; Ed. Lung-Sheng Lee – Online Submission, 2023
With the rise of digital technologies, digital learning (DL) has created new opportunities and challenges for traditional education. This book aims to: (1) strengthen the mutual understanding and connection between Taiwan and other countries with high digital competitiveness in promoting DL in primary and secondary schools, so as to facilitate the…
Descriptors: Educational Trends, Electronic Learning, Competition, Comparative Education
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Silvervarg, Annika; Wolf, Rachel; Blair, Kristen Pilner; Haake, Magnus; Gulz, Agneta – Journal of Research on Technology in Education, 2021
Does a teachable agent influence the uptake or neglect of 'critical constructive feedback' and learning within a digital environment? 285 middle-school students engaged with a history learning game in a 2x2 study design. One dimension was inclusion of a teachable agent. Orthogonal was whether critical constructive feedback was presented…
Descriptors: Teaching Methods, Feedback (Response), Middle School Students, History Instruction
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Danial Hooshyar; Nour El Mawas; Yeongwook Yang – Knowledge Management & E-Learning, 2024
The use of learner modelling approaches is critical for providing adaptive support in educational computer games, with predictive learner modelling being among the key approaches. While adaptive supports have been shown to improve the effectiveness of educational games, improperly customized support can have negative effects on learning outcomes.…
Descriptors: Artificial Intelligence, Course Content, Tests, Scores
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Salas-Rueda, Ricardo-Adán; Salas-Rueda, Érika-Patricia; Salas-Rueda, Rodrigo-David – International Journal of Education in Mathematics, Science and Technology, 2020
This mixed research aims to analysis and design the Web Game On Descriptive Statistics (WGODS) through the ADDIE model, data science and machine learning. The sample consists of 61 students from a university in Mexico. WGODS is a technological tool (quiz game) that presents various questions and answers about statistics (quantitative and…
Descriptors: Statistics, Computer Games, College Students, Educational Games
Grace Hui Chin Lin – Online Submission, 2024
This research was conducted in a National University of western part in Taiwan. It guided students to select language learning games of language learning (Amur et al. (2024; Huang & Liaw, 2021; Srinivasan & Reddy 2023) on Facebook or other websites to improve English Language proficiencies in listening, speaking reading and writing. Below…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence
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Soboleva, Elena V. – European Journal of Contemporary Education, 2019
The problem of the research is due to the need to realize the didactic and interdisciplinary potential of mobile applications which are able to support the quest technology. Teachers have to understand peculiarities of organizing such a game form of activity in a digital school. The purpose of the study is to theoretically prove and experimentally…
Descriptors: Teaching Methods, Information Technology, Technology Integration, Telecommunications
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Zheng, Dongping; Bischoff, Michael; Gilliland, Betsy – Educational Technology Research and Development, 2015
Drawing on ecological and dialogical perspectives on language and cognition, this exploratory case study examines how vocabulary learning occurs during a quest-play mediated in English between a Japanese undergraduate student and a native speaker of English. Understanding embodiment as coaction between the player-avatar and player-player relations…
Descriptors: Vocabulary Development, Computer Games, Context Effect, Undergraduate Students
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Nunes, Miguel Baptista, Ed.; McPherson, Maggie, Ed.; Kommers, Piet, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers of the International Conference e-Learning 2017, which was organised by the International Association for Development of the Information Society, 20-22 July, 2017. This conference is part of the Multi Conference on Computer Science and Information Systems 2017, 20-23 July, which had a total of 652 submissions.…
Descriptors: Electronic Learning, Online Courses, Teaching Methods, Information Literacy
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Zhao, Guopeng; Ailiya; Shen, Zhiqi – Educational Technology & Society, 2012
Teachable agent is a type of pedagogical agent which instantiates Learning-by-Teaching theory through simulating a "naive" learner in order to motivate students to teach it. This paper discusses the limitation of existing teachable agents and incorporates intrinsic motivation to the agent model to enable teachable agents with initiative…
Descriptors: Foreign Countries, Instructional Design, Artificial Intelligence, Electronic Learning
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Duchastel, Philip – Journal of Educational Technology Systems, 1989
Describes the design and development of an instructional game, GEO, in which the user learns elements of Canadian geography. The use of knowledge-based artificial intelligence techniques is discussed, the use of HyperCard in the design of GEO is explained, and future directions are suggested. (15 references) (Author/LRW)
Descriptors: Artificial Intelligence, Computer Games, Computer System Design, Educational Games
International Association for Development of the Information Society, 2012
The IADIS CELDA 2012 Conference intention was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There had been advances in both cognitive psychology and computing that have affected the educational arena. The convergence of these two disciplines is increasing at a…
Descriptors: Academic Achievement, Academic Persistence, Academic Support Services, Access to Computers