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Full-Text Articles in Education
Motivation, Learning Strategies, And Language Competency In A Technology Facilitated Chinese As A Second Language Classroom, Xiongyi Liu, Lih-Ching Chen Wang
Motivation, Learning Strategies, And Language Competency In A Technology Facilitated Chinese As A Second Language Classroom, Xiongyi Liu, Lih-Ching Chen Wang
Chinese Language Teaching Methodology and Technology
The present study examines the effectiveness of a game-based mobile technology application Kahoot on the motivation and language competency of high school student learning Chinese as a second language, and the relationship among student motivation, learning strategy use, and language competency in such a technology-facilitated classroom. Data was collected using pre and post surveys from a class of 18 students taught by a teacher candidate in a Chinese teaching licensure program at a state university. The results indicate significant student improvements in two areas of Chinese language learning: reading and speaking, though no significant difference was found in the areas …
Foldscopes: An Unassuming Technology With A Big Impact, Lydia Marcus
Foldscopes: An Unassuming Technology With A Big Impact, Lydia Marcus
The Voice
No abstract provided.
Teaching Trans*: Transparent As A Strategy In English Language Arts Classrooms, Joseph D. Sweet, David Lee Carlson
Teaching Trans*: Transparent As A Strategy In English Language Arts Classrooms, Joseph D. Sweet, David Lee Carlson
Occasional Paper Series
The purpose of this paper is to illustrate how to incorporate a popular television series about being trans*gender into the secondary English Language Arts curriculum. The authors conduct a series of two-hour interviews with the creative and writing teams of the popular television show, Transparent, and examine how to incorporate this material in the English Language Arts classroom along with their combined 16 years of teaching experience. The paper discusses how to incorporate fuse writing assignments and literature activities with adolescents in order to educate young adults about the experiences of being trans*gender as well transform teaching practices as they …
Press Play For Learning: A Framework To Guide Serious Computer Game Use In The Classroom, Erica Southgate, Janene Budd, Shamus Smith
Press Play For Learning: A Framework To Guide Serious Computer Game Use In The Classroom, Erica Southgate, Janene Budd, Shamus Smith
Australian Journal of Teacher Education
Computer gaming is a global phenomenon and there has been rapid growth in ‘serious’ games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide K-12 teachers in choosing and using serious games. The purpose of this paper is twofold. Firstly, we draw on recent research to provide an overview of the nature and uses of serious games, current knowledge about their learning efficacy, and the features that teachers should consider when choosing …