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Ganapathi, Janani – Open Praxis, 2019
Sustainability is a fundamental requirement to ensure long-term viability of open educational resource (OER) initiatives. To afford technology upgrades and author costs, most of the existing initiatives are heavily reliant on continued funding; limiting OER models to invest in commissioned works. User-generated resources come as a solution to this…
Descriptors: Sustainability, Users (Information), Quality Assurance, Foreign Countries
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Asiri, Mohammed J. – International Journal of Education and Practice, 2019
To motivate learners, teachers of English as a foreign language (EFL) are encouraged to use gaming elements, which can stimulate students take a more active role in the learning process. There are many free and informal online applications now available to support this model, but not all EFL teachers, particularly female ones, are inclined to…
Descriptors: Teacher Attitudes, Language Teachers, English (Second Language), Second Language Learning
Elkins, Aaron J. – Knowledge Quest, 2015
This author encourages librarians to play some video games to get ready for the upcoming school year. Games aren't just for young males--they have tremendous potential to enhance 21st-century literacies, including critical-thinking and problem-solving skills. Playing games will not only help librarians see how these skills can be developed, but…
Descriptors: School Libraries, Educational Games, Video Games, Play
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Carvalho, Paulo F.; Gao, Min; Motz, Benjamin A.; Koedinger, Kenneth R. – International Educational Data Mining Society, 2018
Students who actively engage with learning materials, for example by completing more practice activities, show better learning outcomes. A straightforward step to stimulate this desirable behavior is to require students to complete activities and downplay the role of reading materials. However, this approach might have undesirable consequences,…
Descriptors: Online Courses, Learning Activities, Reading Materials, Drills (Practice)
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Vazquez-Calvo, Boris – Educational Technology & Society, 2018
Previous studies have examined how to integrate video games in formal education settings across disciplines and from various perspectives. However, few have explored digital literacy practices prompted by gaming as a fan practice. Drawing on "New Literacy Studies" frame of analysis, this qualitative case study attempts to unearth the…
Descriptors: Case Studies, Second Language Learning, English, Spanish
Jackson, Camille – Teaching Tolerance, 2006
Bullying has never been easier. Any child, operating in relative anonymity on the Internet at any time of day or night, can harass and intimidate peers. Bullying has gone high tech as kids, usually between age 9 and 14, use personal computers, cell phones and PDAs (personal digital assistants) to intimidate and manipulate their peers. Bullying…
Descriptors: Computer Mediated Communication, Bullying, Telecommunications, Peer Relationship
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Barnett, Joshua H.; Archambault, Leanna – TechTrends: Linking Research and Practice to Improve Learning, 2010
Games have always been a part of the human experience. Even the earliest of civilizations created games for enjoyment and entertainment. However, the educational value of those games is a relatively recent consideration. Over the previous fifty years, scholars have questioned the potential positive lessons learned from games such as Monopoly[R],…
Descriptors: Economics, Theories, Instructional Effectiveness, Computer Simulation
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Ramos, Angelo Juan; Nangit, Genevieve; Ranga, Adelina I.; Trinona, Jerome – Distance Education, 2007
The Philippines, an archipelago of 7,100 islands in Southeast Asia, faces new opportunities as it competes with the rest of the world in the information and communication technology (ICT) arena. New industries including call centers, foreign medical transcription services, and the hugely popular multiplayer online gaming systems require the…
Descriptors: Foreign Countries, Research and Development, Community Development, Distance Education
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Steinkuehler, Constance A. – Mind, Culture, and Activity, 2006
This article has two primary goals: (a) to illustrate how a closer analysis of language can lead to fruitful insights into the activities that it helps constitute, and (b) to demonstrate the complexity of the practices that make up Massively Multiplayer Online Gaming (MMOGaming) through just such an analysis. The first goal is in response to the…
Descriptors: Video Games, Discourse Analysis, Aptitude Treatment Interaction, Cognitive Style
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Ryu, Dongwan; Jeong, Jiwon – Journal of Educational Computing Research, 2019
With the help of digital media and networking technologies, today's learners are increasingly participating in the consuming, producing, and disseminating of new meanings in various modes such as text, image, sound, video, or all together--particularly in online communities--forming new identities as knowledge producers. By using online…
Descriptors: Electronic Learning, Ethnography, Video Games, Play
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Mingfang, Zhu; Qi, Wang – Higher Education Studies, 2018
From "God's favored person" to "ordinary worker", college students become indifferent to life and addicted to web gaming because they face a rapid devaluation of college student identity in China. At the same time, MOOC and other online learning resources are bringing students better personal learning environment and requiring…
Descriptors: Foreign Countries, College Students, Self Concept, Online Courses
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Ryu, Dongwan – ReCALL, 2013
Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…
Descriptors: Discourse Analysis, Video Games, English (Second Language), Second Language Learning
Spring, Joel – Routledge, Taylor & Francis Group, 2012
"Education Networks" is a critical analysis of the emerging intersection among the global power elite, information and communication technology, and schools. Joel Spring documents and examines the economic and political interests and forces--including elite networks, the for-profit education industry, data managers, and professional…
Descriptors: Computer Uses in Education, Politics of Education, Power Structure, Advantaged
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Chik, Alice – Language Learning & Technology, 2014
The relationship between digital game play and second language (L2) learning is a particularly tricky issue in East Asia. Though there is an emerging presence of Chinese online games, many more young people are playing the English- or Japanese-language versions of the most popular commercial off-the-shelf (COTS) video games. In other words, most…
Descriptors: Foreign Countries, Video Games, Second Language Learning, Educational Technology
Sarsar, Nasreddine Mohamed – Online Submission, 2008
Due to the technological advance that has swept our societies, students have become more and more engaged with new burgeoning technological tools such as computers, cell phones, iPods, digital cameras, and the like. As a result, the disparity between what students do inside school and what they do at home has grown wider. Buckingham (2007) refers…
Descriptors: Internet, Interpersonal Relationship, Interaction, English (Second Language)
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