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50 Years of ERIC
50 Years of ERIC
The Education Resources Information Center (ERIC) is celebrating its 50th Birthday! First opened on May 15th, 1964 ERIC continues the long tradition of ongoing innovation and enhancement.

Learn more about the history of ERIC here. PDF icon

Audience
Showing 1 to 15 of 99 results
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Agbatogun, Alaba Olaoluwakotansibe – Educational Technology & Society, 2014
The purpose of this study was to compare the impact of clickers, the communicative approach and the lecture method on the communicative competence development of learners who were taught English a second language (ESL). Ninety nine pupils from three primary schools participated in the study. Quasi-experimental non-randomised pre-test posttest…
Descriptors: Foreign Countries, English (Second Language), Elementary School Students, Teaching Methods
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Chu, Yian-Shu; Yang, Haw-Ching; Tseng, Shian-Shyong; Yang, Che-Ching – Educational Technology & Society, 2014
Of all teaching methods, one-to-one human tutoring is the most powerful method for promoting learning. To achieve this aim and reduce teaching load, researchers developed intelligent tutoring systems (ITSs) to employ one-to-one tutoring (Aleven, McLaren, & Sewall, 2009; Aleven, McLaren, Sewall, & Koedinger, 2009; Anderson, Corbett,…
Descriptors: Elementary School Students, Grade 5, Elementary School Mathematics, Intelligent Tutoring Systems
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Kong, Siu Cheung; Song, Yanjie – Educational Technology & Society, 2014
An inquiry-based learning pedagogy coupled with a seamless learning environment is a potential way to realise the educational goal of learner-centred learning in digital classrooms in the 21st century. An overarching research framework is proposed for preparing teachers to effectively develop pedagogical designs that are premised on theoretical…
Descriptors: Teaching Methods, Inquiry, Instructional Design, Units of Study
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Hou, Huei-Tse; Wu, Sheng-Yi; Lin, Peng-Chun; Sung, Yao-Ting; Lin, Jhe-Wei; Chang, Kuo-En – Educational Technology & Society, 2014
The use of mobile devices for informal learning has gained attention over recent years. Museum learning is also regarded as an important research topic in the field of informal learning. This study explored a blended mobile museum learning environment (BMMLE). Moreover, this study applied three blended museum learning modes: (a) the traditional…
Descriptors: Blended Learning, Museums, Educational Environment, Handheld Devices
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Wang, Yi-Hsuan; Young, Shelley Shwu-Ching – Educational Technology & Society, 2014
The purpose of the study is to explore and describe how to implement a pedagogical ASR-based intelligent computer-assisted speaking learning (iCASL) system to support adult learners with a private, flexible and individual learning environment to practice English pronunciation. The iCASL system integrates multiple levels of corrective feedback and…
Descriptors: Computer Assisted Instruction, English (Second Language), Foreign Countries, Pronunciation Instruction
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Pedrosa, Carlos Melgosa; Barbero, Basilio Ramos; Miguel, Arturo Román – Educational Technology & Society, 2014
This study compares an interactive learning manager for graphic engineering to develop spatial vision (ILMAGE_SV) to traditional methods. ILMAGE_SV is an asynchronous web-based learning tool that allows the manipulation of objects with a 3D viewer, self-evaluation, and continuous assessment. In addition, student learning may be monitored, which…
Descriptors: Foreign Countries, Engineering Education, Spatial Ability, Asynchronous Communication
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Ku, Oskar; Chen, Sherry Y.; Wu, Denise H.; Lao, Andrew C. C.; Chan, Tak-Wai – Educational Technology & Society, 2014
Many students possess low confidence toward learning mathematics, which, in turn, may lead them to give up pursuing more mathematics knowledge. Recently, game-based learning (GBL) is regarded as a potential means in improving students' confidence. Thus, this study tried to promote students' confidence toward mathematics by using GBL. In…
Descriptors: Self Esteem, Mathematics Instruction, Mathematics Skills, Educational Games
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Horiguchi, Tomoya; Imai, Isao; Toumoto, Takahito; Hirashima, Tsukasa – Educational Technology & Society, 2014
Error-based simulation (EBS) has been developed to generate phenomena by using students' erroneous ideas and also offers promise for promoting students' awareness of errors. In this paper, we report the evaluation of EBS used in learning "normal reaction" in a junior high school. An EBS class, where students learned the concept…
Descriptors: Simulation, Error Correction, Learning Processes, Misconceptions
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Yu, Fu-Yun; Yang, Yen-Ting – Educational Technology & Society, 2014
This study examined the effects on performance of online access to peer-generated questions during question-generation activities. Two eighth grade classes (N = 63) participated in six weekly question-generation sessions to support English learning. An online student question-generation learning system was adopted. In contrast to expectations…
Descriptors: Access to Information, Electronic Learning, Electronic Libraries, Peer Groups
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Kert, Serhat Bahadir; Uz, Cigdem; Gecu, Zeynep – Educational Technology & Society, 2014
This study examined the effectiveness of an electronic performance support system (EPSS) on computer ethics education and the ethical decision-making processes. There were five different phases to this ten month study: (1) Writing computer ethics scenarios, (2) Designing a decision-making framework (3) Developing EPSS software (4) Using EPSS in a…
Descriptors: Ethical Instruction, Decision Making, Ethics, Computer Uses in Education
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Lin, Jian-Wei; Lai, Yuan-Cheng; Szu, Yu-Chin; Lai, Ching-Neng; Chuang, Yuh-Shy; Chen, Yen-Hung – Educational Technology & Society, 2014
Solving well-structured problems often requires using considerable related concepts which are usually scattered and introduced throughout different learning units of a subject. In addition, poor learning of related concepts of preceding units may block the learning of subsequent units, and eventually leads to the inability to solve well-structured…
Descriptors: Electronic Learning, Evaluation Methods, Diagnostic Tests, Feedback (Response)
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Melero, Javier; Hernandez-Leo, Davinia – Educational Technology & Society, 2014
Multiple evidences in the Technology-Enhanced Learning domain indicate that Game-Based Learning can lead to positive effects in students' performance and motivation. Educational games can be completely virtual or can combine the use of physical objects or spaces in the real world. However, the potential effectiveness of these approaches…
Descriptors: Educational Technology, Educational Games, Puzzles, Teaching Methods
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Lin, Chien-Heng; Chen, Chien-Min; Lou, Yu-Chiung – Educational Technology & Society, 2014
The abilities of both spatial orientation and spatial memory play very important roles in human navigation and spatial cognition. Since such abilities are difficult to strengthen through books or classroom instruction, there are no particular curricula or methods to assist in their development. Therefore, this study develops a spatial…
Descriptors: Spatial Ability, Memory, Educational Games, Computer Games
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Young, Shelley Shwu-Ching; Wang, Yi-Hsuan – Educational Technology & Society, 2014
The aim of this study is to make a new attempt to explore the potential of integrating game strategies with automatic speech recognition technologies to provide learners with individual opportunities for English pronunciation learning. The study developed the Game Embedded CALL (GeCALL) system with two activities for on-line speaking practice. For…
Descriptors: Computer Assisted Instruction, Second Language Learning, Pronunciation, Educational Technology
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Shah, Mamta; Foster, Aroutis – Educational Technology & Society, 2014
Systematic incorporation of digital games in schools is largely unexplored. This case study explored the ecological conditions necessary for implementing a game-based learning course by examining the interaction between three domains (the innovator, the innovation, and the context). From January-April 2012, one in-service teacher learned and…
Descriptors: Computer Games, Educational Games, Middle School Students, Case Studies
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