Paper Title: Technology-Driven Education: Insights from Collegiate Esports Authors: Rochell McWhorter, Julie Delello and Rob E. Carpenter, University of Texas at Tyler, USA Abstract: This case study investigated how collegiate eSports players navigate the physical, mental, social, and academic challenges associated with competitive gaming, with a focus on its implications for adult education. Through in-depth interviews, the study explored players' diverse gaming routines, perceptions of excessive gaming, and strategies for balancing competing demands. While eSports participation fosters cognitive skills, social bonding, and career opportunities, it also presents risks such as physical inactivity, poor dietary habits, stress, and exposure to toxic gaming behaviors. A key finding is that the eleven students independently developed strategies to address these challenges, emphasizing the importance of integrating comprehensive support systems—such as physical activity ini...
Louise Hanna, Dr. David Barr, Dr. Helen Hou and Shauna McGill School of Education, Ulster University, UK ABSTRACT A study was carried out with 33 teachers of Modern Foreign Languages (MFL) to obtain information on the interaction of classroom professionals with Computer Assisted Language Learning (CALL) and digital technologies in Second Language (L2) education. MFL teachers were recruited through Facebook groups in the UK. Research subjects were asked to fill out a questionnaire with CALL-specific statements. Significantly, participants recognised a gap in practice versus the expectation of CALL in the MFL classroom. Overall, participants were shown to be interested adopted and daily users of CALL who appreciated its ease and importance for teaching and learning in L2 pedagogy. KEYWORDS Computer Assisted Language Learning (CALL), Modern Foreign Languages (MFL), teacher attitudes, digital technologies, Second Language (L2) pedagogy, Second Language Acquisit...
Sam M Dakka Department of Engineering & Math, Sheffield Hallam University, Howard Street, Sheffield S1 1WB,United Kingdom ABSTRACT Learning and teaching experiment was designed to incorporate SRS-Student Response System to measure and assess student engagement in higher education for level 5 engineering students. The SRS system was based on getting an immediate student feedback to short quizzes lasting 10 to 15 minutes using Socrative software. The structure of the questions was a blend of true/false, multiple choice and short answer questions. The experiment was conducted through semester 2 of yearlong engineering module. The outcome of the experiment was analyzed quantitatively based on student performance and qualitatively through student questionnaire. The results indicate that using student paced assessments method using Socrative enhanced student’s performance. The results showed that 53% of the students improved their performance while 23% neither improved...
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