Using Technology-Mediated Board Game on Young Learners
نویسندگان
چکیده
منابع مشابه
Technology-mediated Learning Environments for Young English Learners
334 ISSN 1436-4522 (online) and 1176-3647 (print). © International Forum of Educational Technology & Society (IFETS). The authors and the forum jointly retain the copyright of the articles. Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage ...
متن کاملThe Effect of Smart Board Technology on Iranian EFL Learners’ Achievement Motivation and Willingness to Communicate
This study aimed at investigating the effect of using smart board technology on the EFL learners' achievement motivation and willingness to communicate (WTC). The participants were 65 second grade female students from Shahid Nazari girls’ high school in Andimeshk, Iran, who were selected randomly. An OPT was administrated to the the participants to homogenize them. Other instruments were Herman...
متن کاملBeyond Web 2.0: mapping the technology landscapes of young learners
Boundaries between formal and informal learning settings are shaped by influences beyond learners’ control. This can lead to the proscription of some familiar technologies that learners may like to use from some learning settings. This contested demarcation is not well documented. In this paper, we introduce the term ‘digital dissonance’ to describe this tension with respect to learners’ approp...
متن کاملLearners’ Cognitive Load When Using Educational Technology
Games, with features such as voluntariness, fantasy, specific rules/goals, artificial gains/payoffs, competition or cooperation, sensory and motor involvement, challenge, control, low costs of trial and error, and associated amusement (Garris, Ahlers, & Driskell, 2002), might have existed as a type of leisure activity as early as the dawn of civilization, when adults had sufficient food and chi...
متن کاملMoving on the Dialogue Game Board
In this paper we will describe ongoing work on an application of Ginzburg's account for short answers in order to improve the nlp component of a spoken dialogue system by using contextual information for disambiguating speech input.
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
ژورنال
عنوان ژورنال: Script Journal: Journal of Linguistics and English Teaching
سال: 2020
ISSN: 2502-6623,2477-1880
DOI: 10.24903/sj.v5i2.507