mercredi 5 août 2020 par Abdul Wahab Abdi, Mirza Desfandi, Muhammad Reza
This study aims to find out the enhancement of students’ understanding of earthquake and tsunami mitigation through learning by utilizing GIS. This study is Classroom Action Research conducted in High School 5 Banda Aceh, Indonesia. The subject are students of class XI IPS with total of 24 (...)
Appreciating the opportunities and challenges that artificial intelligence (AI) creates, made it important to verify what AI is today and what the future may bring when it is widely used in education. The current study aimed at investigating the effectiveness of an artificial intelligence (AI) (...)
mercredi 5 août 2020 par Abdul Wahab Abdi, Mirza Desfandi, Muhammad Reza
This study aims to find out the enhancement of students’ understanding of earthquake and tsunami mitigation through learning by utilizing GIS. This study is Classroom Action Research conducted in High School 5 Banda Aceh, Indonesia. The subject are students of class XI IPS with total of 24 (...)
mercredi 5 août 2020 par guo xin, Dr. Cheung, Dr., Dr. Abrami, Anne
This study, by interviewing five ABRA teachers in rural China, identified new constrains and challenges. Understanding the experiences of ABRA teachers in this context inform project implementers and teacher trainers to provide teachers with better support accordingly. Activity theory was (...)
Human life today is heavily influenced by technology. We work, do business, receive information and learn through the Internet. Second language acquisition (SLA) research has no room for ignoring such fundamental revolution in human life and it must respond accordingly. Among the many (...)
mercredi 5 août 2020 par Walcir Cardoso, David Waddington, Anne-Marie Sénécal, Enos Kiforo, Linah Anyango, Dickson K. Karanja
This study examined the effects of Spaceteam ESL, a digital shouting game, on the development of oral reading fluency (ORF) among 71 English as a second language (ESL) students in three primary and secondary schools in Mombasa, Kenya. Following a mixed-methods approach for data collection and (...)
Games have been socially entrenched throughout history as a form of entertainment. Current rapidly changing technological advances have permitted an increasingly prominent means of utilizing these sources of entertainment in an instructional capacity for educational purposes. Serious gaming as (...)
mercredi 5 août 2020 par Musa Nushi, Behnam Jabbarzadeh, Zahra Ranjbar
Human life today is heavily influenced by technology. We work, do business, receive information and learn through the Internet. Second language acquisition (SLA) research has no room for ignoring such fundamental revolution in human life and it must respond accordingly. Among the many (...)
mercredi 5 août 2020 par Larysa Lysenko, Philip C. Abrami, C. Anne Wade
This paper explores factors that have potential to increase the likelihood that a technology-based approach to teaching and learning (LTK+ software) endures and expands beyond initial research. This project evolved from a pilot study in 12 primary classes to spread to more than 500 primary and (...)
This paper offers an introduction to research on the suite of tools called the Learning Toolkit Plus (LTK+). We provide a brief history and rationale for the tools, give a short description of each tool, summarize the research evidence accumulated to date, and focus on the nature of training (...)