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1Dissertation/ Thesis
Authors: Peña Vargas, Manuel Alejandro
Contributors: Restrepo-Calle, Felipe, Ramírez Echeverry, Jhon Jairo, Plas Programming languages And Systems
Subject Terms: 000 - Ciencias de la computación, información y obras generales::004 - Procesamiento de datos Ciencia de los computadores, información y obras generales::005 - Programación, programas, datos de computación, VIDEOJUEGOS, PROCESAMIENTO ELECTRONICO DE DATOS, PROGRAMACION (COMPUTADORES ELECTRONICOS DIGITALES)-ENSEÑANZA PROGRAMADA, Video games, Electronic data processing, Electronic digital computers - Programming - Programmed instruction, Aprendizaje basado en el desarrollo de juegos, Programación de computadores, Entorno de desarrollo de juegos, Aprendizaje auto-regulado, Motivación, Game development based learning, Computer programming, Game development framework, Self-Regulated learning, Motivation
File Description: xiv, 91 páginas; application/pdf
Relation: Abidin, H., y Zaman, F. (2017). Students’ perceptions on game-based classroom response system in a computer programming course. Proceedings of the 2017 IEEE 9th International Conference on Engineering Education, IEEE ICEED 2017, 2018-Janua, 254-259. https://doi.org/10.1109/ICEED. 2017.8251203; Angarita, L., y Osorio, L. (2017). Software prototype for learning of computer programming based on digital games %7C Prototipo Software para el Aprendizaje de Programación Computacional basado en Juegos Digitales. Iberian Conference on Information Systems and Technologies, CISTI. https://doi.org/10.23919/CISTI.2017.7975867; Bewer, N., y Gladkaya, M. (2022). Game Development Based Approach for Learning to Program: A Systematic Literature Review. WIRTSCHAFTSINFORMATIK 2022 PROCEEDINGS.; Bryman, A. (2012). Social research methods. Oxford University Press Inc.; Chiazzese, G., Fulantelli, G., Pipitone, V., y Taibi, D. (2018). Engaging primary school children in computational thinking: Designing and developing videogames %7C Involucrando a los niños de educación primaria en el Pensamiento Computacional: diseñando y desarrollando videojuegos. Education in the Knowledge Society, 19, 63-81. https://doi.org/10.14201/EKS20181926381; Corvalán, B., Recabarren, M., y Echeverría, A. (2020). Evolution of students’ interaction using a gamified virtual learning environment in an engineering course. Computer Applications in Engineering Education, 28, 979-993. https://doi.org/10.1002/cae.22275; Craven, P. V. (2023, 1 de enero). Easy to use Python library for creating 2D arcade games. de A. Souza, M. R., Veado, L., Moreira, R. T., Figueiredo, E., y Costa, H. (2018). A systematic mapping study on game-related methods for software engineering education. Information and Software Technology, 95, 201-218. https://doi.org/10.1016/j.infsof.2017.09.014; Duncan, T., y Mckeachie, W. (2010). The Making of the Motivated Strategies for Learning Questionnaire. Educational Psychologist, 40, 117-128. https://doi.org/10.1207/s15326985ep4002_6; Ellis, R., Han, F., y Pardo, A. (2019). When Does Collaboration Lead to Deeper Learning? Renewed Definitions of Collaboration for Engineering Students. IEEE Transactions on Learning Technologies, 12, 123-132. https://doi.org/10.1109/TLT.2018.2836942; Garcia, I., Pacheco, C., Méndez, F., y Calvo-Manzano, J. (2020). The effects of game-based learning in the acquisition of “soft skills” on undergraduate software engineering courses: A systematic literature review. Computer Applications in Engineering Education, 28, 1327-1354. https://doi.org/10.1002/cae.22304; Gibbs, G. (2012). El análisis de datos cualitativos en investigación cualitativa. Morata.; Gomila, L. (2023). Simple and Fast Multimedia Library. 90 Bibliografía; Holkner, A. (2006). Pyglet.; Kafai, Y. (2006). Playing and Making Games for Learning. Games and Culture, 1, 36-40. https://doi.org/10.1177/1555412005281767; Kafai, Y. B., y Burke, Q. (2015). Constructionist Gaming: Understanding the Benefits of Making Games for Learning. EDUCATIONALPSYCHOLOGIST, 50, 313-334. https://doi.org/10.1080/00461520.2015.1124022; Lárez, B. (2007). Videogame motivational factors: Considerations for e-learning. CEUR Workshop Proceedings, 361.; Malik, S., Al-Emran, M., Mathew, R., Tawafak, R., y AlFarsi, G. (2020). Comparison of E-learning, M-learning and game-based learning in programming education. International Journal of Emerging Technologies in Learning, 15, 133-146. https://doi.org/10.3991/ijet.v15i15.14503; Martínez-Ortiz, I., Moreno-Ger, P., Sierra, J., y Fernández-Manjon, B. (2006). Production and deployment of educational videogames as assessable learning objects (Vol. 4227 LNCS).; Mayo, M. J. (2007). Games for Science and Engineering Education. COMMUNICATIONS- ACM, 50, 30-35.; MIT-Media-Lab. (2024). Scratch - Imagine, Program, Share. https://scratch.mit.edu; Otake, K., y Uetake, T. (2017). Collaborative learning support system for programming education using gamification (Vol. 714). https://doi.org/10.1007/978-3-319-58753-0_25; Persico, D., Passarelli, M., Dagnino, F., Manganello, F., Earp, J., y Pozzi, F. (2019). Games and learning: Potential and limitations from the players’ point of view (Vol. 11385 LNCS). https://doi.org/10.1007/978-3-030-11548-7_13; Pintrich, P., Smith, D., Duncan, T., y Mckeachie, W. (1991). A Manual for the Use of the Motivated Strategies for Learning Questionnaire (MSLQ). Ann Arbor. Michigan, 48109, 1259.; Priyadi, O., Ramadhan, I., Sensuse, D., Suryono, R., y Kautsarina. (2023). Gamification in Software Development: Systematic Literature Review (Vol. 147). https://doi.org/10.1007/978-3-031-15191-0_37; Qian, Y., y Lehman, J. (2017). Students’ misconceptions and other difficulties in introductory programming: A literature review [Cited by: 302; All Open Access, Bronze Open Access]. ACM Transactions on Computing Education, 18(1). https://doi.org/10.1145/3077618; Ramirez-Echeverry, J. J. (2017). La competencia ’aprender a aprender’ en un contexto educativo de ingeniería. http://hdl.handle.net/10803/456383; Ramirez-Echeverry, J. J., Carrillo, A. G., y Dussan, F. A. O. (2016). Adaptation and validation of the motivated strategies for learning questionnaire-MSLQ-in engineering students in Colombia. 32, 1774-1787.; Recabarren, M., Corvalán, B., y Villegas, M. (2021). Exploring the differences between gamer and non-gamer students in the effects of gamification on their motivation and learning. Interactive Learning Environments. https://doi.org/10.1080/10494820.2021.1933543; Rugelj, J., y Lapina, M. (2019). Game Design Based Learning of Programming.; Schunk, D. H., y Zimmerman, B. (1998). Self-regulated learning : from teaching to self-reflective practice. https://api.semanticscholar.org/CorpusID:141546777 Bibliografía 91; Serrano-Laguna, A., Torrente, J., Iglesias, B., y Fernandez-Manjon, B. (2015). Building a Scalable Game Engine to Teach Computer Science Languages. Revista Iberoamericana de Tecnologias del Aprendizaje, 10, 253-261. https://doi.org/10.1109/RITA.2015.2486386; Sevilla, C., Santini, S., Haya, P., Rodriguez, P., y Sacha, G. (2012). Interdisciplinary design of videogames: A highly motivating method of learning. 2012 International Symposium on Computers in Education, SIIE 2012.; Shinners, P. (2023). PyGame.; Spieler, B., y Slany, W. (2018). Game Development-Based Learning Experience: Gender Differences in Game Design. CoRR, abs/1805.04457. http://arxiv.org/abs/1805.04457; Tecnológico-Monterrey. (2016). EduTrends Gamificación. Observatorio de Innovación Educativa.; Torres-Toukoumidis, A., Guerrero, J., Peñalva, S., y Carrera, P. (2020). Global game jam in latin-america, a collaborative videogame learning experience. Social Sciences, 9. https://doi.org/10.3390/socsci9030028; Trenshaw, K., Herman, G., Greene, K., y Goldberg, D. (2014). Fostering Motivation as a Class Objective in a Large Engineering Class for Second-Year Students: A Narrative Approach. International Journal of Engineering Education, 30, 837-847.; Wang, A., y Wu, B. (2009). An Application of a Game Development Framework in Higher Education. International Journal of Computer Games Technology, 2009. https://doi.org/10.1155/2009/693267; Waweru, B., Yap, H., Phan, K., JosephNg, P., y Eaw, H. (2020). Gamesy: How Videogames Serve as a Better Replacement for School? 2020 IEEE Student Conference on Research and Development, SCOReD 2020, 10-15. https://doi.org/10.1109/SCOReD50371.2020.9250930; Werbach, K. (2014). (Re)defining gamification: A process approach (Vol. 8462 LNCS). https://doi.org/10.1007/978-3-319-07127-5_23; Woo, M., Neider, J., Davis, T., y Shreiner, D. (1999). OpenGL programming guide: the official guide to learning OpenGL, version 1.2. Addison-Wesley Longman Publishing Co., Inc.; Wu, B., y Wang, A. I. (2012). A Guideline for Game Development-Based Learning: A Literature Review. 20; 2012; International Journal of Computer Games Technology. https://doi.org/10.1155/2012/103710; Zimmerman, B. (2002). Becoming a Self-Regulated Learner: An Overview. Theory Into Practice, 41, 64-70. https://doi.org/10.1207/s15430421tip4102_2; https://repositorio.unal.edu.co/handle/unal/86898; Universidad Nacional de Colombia; Repositorio Institucional Universidad Nacional de Colombia; https://repositorio.unal.edu.co/
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2eBook
Authors: Hridesh Rajan
Resource Type: eBook.
Subjects: Computer programming--Programmed instruction, Java (Computer program language)--Programmed instruction
Categories: COMPUTERS / Languages / Java, COMPUTERS / Computer Science, COMPUTERS / Languages / General
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3Dissertation/ Thesis
Authors: Peña Vargas, Manuel Alejandro
Contributors: Restrepo-Calle, Felipe, Ramírez Echeverry, Jhon Jairo, Plas Programming languages And Systems
Subject Terms: PROGRAMACION (COMPUTADORES ELECTRONICOS DIGITALES)-ENSEÑANZA PROGRAMADA, Motivation, Aprendizaje auto-regulado, Game development based learning, Electronic data processing, 004 - Procesamiento de datos Ciencia de los computadores [000 - Ciencias de la computación, información y obras generales], Game development framework, Entorno de desarrollo de juegos, Aprendizaje basado en el desarrollo de juegos, Computer programming, Video games, PROCESAMIENTO ELECTRONICO DE DATOS, Self-Regulated learning, VIDEOJUEGOS, Programación de computadores, Motivación, Electronic digital computers - Programming - Programmed instruction, 005 - Programación, programas, datos de computación [000 - Ciencias de la computación, información y obras generales]
File Description: xiv, 91 páginas; application/pdf
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4Dissertation/ Thesis
Authors: Cubides Castro, Johnny Germán
Contributors: Camargo Bareño, Carlos Iván
Subject Terms: Tecnología y arte, Programación (Computadores electrónicos digitales)-Enseñanza programada, Métodos de enseñanza, Technology and the arts, Electronic digital computers - Programming - Programmed instruction, Educational method, Material Didactico, Sistemas Embebidos, Desarrollo de Habilidades, Pensamiento Computacional, Didactic Material, Embedded Systems, Skill Development, Computational Thinking
File Description: x, 138 páginas; application/pdf
Relation: Diseño y Arquitectura Pedagógica. Aprendizaje activo 4.0 aprendizaje basado en fenómenos (abf). https://hdl.handle.net/11285/643915, 2022; Carlos Iván Camargo Bareño. Transferencia tecnológica y de conocimientos en el diseño de sistemas embebidos. page 135, 2011. URL http://www.bdigital.unal.edu.co/5696/; Espressif Systems. Hardware Design Guidelines. Esp32, page 38, 2022. URL https://www.espressif.com/sites/default/files/documentation/0a-esp8266ex_datasheet_en.pdf; María Angélica Arán and María Luisa Ortega. Enfoques de aprendizaje y hábitos de estudio en estudiantes universitarios de primer año de tres carreras de la Universidad Mayor Temuco, Chile 2011. Hekademos: revista educativa digital, 11:37–46, 2012. URL http://dialnet.unirioja.es/descarga/articulo/4059756.pdf%5Cnhttp://dialnet.unirioja.es/servlet/extart?codigo=4059756; The Bolonia. Metodologías activas para la formación de competencias. pages 35–56, 2006; Pasi Mattila and Pasi Silander. How to Create the School of the Future– Revolutionary think- ing and design from Finland. 2015. ISBN 9789526208183. URL http://nebula.wsimg.com/57b76261c219f5e7083e9978cd2cd66d?AccessKeyId=3209BE92A5393B603C75&disposition=0&alloworigin=1; Michael D Deschryver and Aman Yadav. Creative and Computational Thinking in the Context of New Literacies : Working with Teachers to Scaffold Complex Technology-Mediated Approaches to Teaching and Learning. Journal of Technology and Teacher Education, 23(3):411–431, 2015; Filiz Kalelioglu, Yasemin Gulbahar, and Volkan Kukul. A Framework for Computational Thinking Based on a Systematic Research Review. Baltic Journal of Modern Computing, 4(3):583, 2016. ISSN 2255-8942; Susanne Hambrusch, Christoph Hoffmann, John T. Korb, Mark Haugan, and Antony L. Hosking. A multidisciplinary approach towards computational thinking for science majors. SIGCSE Bulletin Inroads, 41(1):183–187, 2009. ISSN 10963936. doi:10.1145/1539024.1508931; J. A.M. Howe, P. M. Ross, K. R. Johnson, F. Plane, and R. Inglis. Teaching mathematics through programming in the classroom. Computers and Education, 6(1):85–91, 1982. ISSN 03601315. doi:10.1016/0360-1315(82)90016-1; Vernon A Magnesen. A Review of Findings from Learning and Memory Retention Studies. Innovation Abstracts, 5(25), 1983. URL http://search.ebscohost.com/login.aspx?direct=true{&}db=eric{&}AN=ED234878{&}site=ehost-live; Stephen Paul Linder, Brian Edward Nestrick, Symen Mulders, and Catherine Leah Lavelle. Facilitating active learning with inexpensive mobile robots. Journal of Computing Sciences in Colleges, 16(4):21–33, 2001. ISSN 1098-6596; Adriano Baratè, Andrea Formica, Luca A. Ludovico, and Dario Malchiodi. Fostering computational thinking in secondary school through music: An educational experience based on Google Blockly. CSEDU 2017 - Proceedings of the 9th International Conference on Computer Supported Education, 2 (Csedu):117–124, 2017. doi:10.5220/0006313001170124; Alexander Repenning, Jürg Zurmühle, Anna Lamprou, and Daniel Hug. Computational music thinking patterns: Connecting music education with computer science education through the design of interactive notations. CSEDU 2020 - Proceedings of the 12th International Conference on Computer Supported Education, 1(Csedu):641–652, 2020. doi:10.5220/0009817506410652; Cambridge Assessment-International Education. ¿Cuál es el significado de Aprendizaje Activo? Ucles, pages 1–5, 2019; Allen Downey and Chris Meyers. Introducción a la programación con Python. 2009. ISBN 9789588347226. URL https://books.google.com.co/books?id=0r_MjgEACAAJ; Allen B Downey. Pensando la computación como un científico (con Java). 2012. ISBN 9789876301176; Pilar Pascual Mejia. Didáctica de la Música para Educación Infantil, volume 2006. 2006. ISBN 9788483223031; Edgar Willems. Las bases psicológicas de la educación musical. 2011. ISBN 9788449326080; Víctor Práxedes, Saavedra Rionda, Daniel Ospina, Celis Juan, Carlos Upegui, and Diana C León Torres. DOCUMENTOS 71 Desigualdades digitales. 2021. ISBN 9789585597860; M Franco-Avellaneda and T Arboleda. Apropiación social de la ciencia, tecnología e innovación para el desarrollo humano. Bogotá DC: Escuela Virtual PNUD-Colciencias/Diplomado ASCTI, 2014; Karim Barkati and Pierre Jouvelot. Synchronous programming in audio processing: A lookup table oscillator case study. ACM Computing Surveys, 46(2), 2013. ISSN 03600300. doi:10.1145/2543581.2543591; Ge Wang, Ajay Kapur, Perry Cook, and Spencer Salazar. Programming for Musicians and Digital Artists. 2014. ISBN 9781617291708; Spencer Salazar, Ge Wang, and Perry Cook. MiniAudicle and chuck shell: New interfaces for chuck development and performance. International Computer Music Conference, ICMC 2006, pages 63–66, 2006; Spencer Salazar and Ge Wang. MiniAudicle for iPad touchscreen-based music software programming. Proceedings - 40th International Computer Music Conference, ICMC 2014 and 11th Sound and Music Computing Conference, SMC 2014 - Music Technology Meets Philosophy: From Digital Echos to Virtual Ethos, pages 686–691, 2014; Samuel Aaron, Alan F. Blackwell, and Pamela Burnard. The development of Sonic Pi and its use in educational partnerships: Co-creating pedagogies for learning computer programming. Journal of Music, Technology and Education, 9(1):75–94, may 2016. ISSN 17527074. doi:10.1386/jmte.9.1.75_1; Alex Ruthmann, Jesse M. Heines, Gena R. Greher, Paul Laidler, and Charles Saulters. Teaching computational thinking through musical live coding in Scratch. SIGCSE’10 - Proceedings of the 41st ACM Technical Symposium on Computer Science Education, (April 2014):351–355, 2010. doi:10.1145/1734263.1734384; James Noble. Livecoding the SynthKit: Little bits as an embodied programming language. In Proceedings- 2nd IEEE Working Conference on Software Visualization, VISSOFT 2014, pages 40–44. Institute of Electrical and Electronics Engineers Inc., dec 2014. ISBN 9780769553054. doi:10.1109/VISSOFT.2014. 16; Angelo Fraietta, Oliver Bown, Sam Ferguson, Sam Gillespie, and Liam Bray. Rapid composition for networked devices: Happybrackets. Computer Music Journal, 43(2-3):89–108, 2020. ISSN 15315169. doi:10.1162/COMJ_a_00520; Pedro Rebelo and Alain Renaud. The frequencyliator - distributing structures for networked laptop improvisation. pages 53–56, 01 2006; Gary Ferrary, Kate Mayer, Cheroe Liston, and Michael Creeden. IPC CID Study Guide. 2015; Roberto Ierusalimschy. Programming in Lua , Fourth Edition Roberto Ierusalimschy. 2017(build 21), 2017. doi:10.1093/nar/gkp710; Ge Wang and Perry Cook. ChucK: A Programming Language for On-the-fly, Real-time Audio Synthesis and Multimedia. Number January, page 812, 2004. ISBN 1581138938. doi:10.1145/1027527.1027716; https://repositorio.unal.edu.co/handle/unal/86535; Universidad Nacional de Colombia; Repositorio Institucional Universidad Nacional de Colombia; https://repositorio.unal.edu.co/
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5Dissertation/ Thesis
Authors: Cubides Castro, Johnny Germán
Contributors: Camargo Bareño, Carlos Iván
Subject Terms: Pensamiento Computacional, Pensamiento computacional, Métodos de enseñanza, Didactic Material, Skill Development, Tecnología y arte, Technology and the arts, Desarrollo de Habilidades, Computational Thinking, Educational method, Material Didactico, Programación (Computadores electrónicos digitales)-Enseñanza programada, Computational thinking, Electronic digital computers - Programming - Programmed instruction, Embedded Systems, Sistemas Embebidos
File Description: x, 138 páginas; application/pdf
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6eBook
Authors: David Gaynes
Resource Type: eBook.
Subjects: Programmed instructional materials, Node.js, JavaScript (Computer program language)--Programm, Internet programming--Programmed instruction, Web site development--Programmed instruction, Internet programming, JavaScript (Computer program language), Web site development
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7Academic Journal
Authors: Boyce, Barbara Ann, Wells, L. Janet
Source: Journal of Teaching in Physical Education; Fall1983, Vol. 3 Issue 1, p58-66, 9p, 1 Diagram, 1 Graph
Subject Terms: Educational technology, Computer assisted instruction, Educational innovations, High technology & education, PLATO (Electronic computer system), Lesson planning, Curriculum planning, Education research, Technological innovations, Computer software development, Computer software
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8eBook
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9eBook
Authors: George Ornbo
Resource Type: eBook.
Subjects: Node.js, JavaScript (Computer program language)--Programm, Internet programming--Programmed instruction, Web site development--Programmed instruction
Categories: COMPUTERS / Languages / JavaScript
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10Academic Journal
Authors: Ray, Roger D., Belden, Noelle
Source: Psychological Record; Spring2007, Vol. 57 Issue 2, p201-218, 18p
Linked Full TextSubject Terms: Mathematical models of human behavior, Reading comprehension, Intelligent tutoring systems, Computer assisted instruction, Psychology education
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11Academic Journal
Authors: Mittelman, Cameron
Linked Full TextSource: Behavior Analysis in Practice (Springer Science & Business Media B.V.); Mar2023, Vol. 16 Issue 1, p312-333, 22p
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12Dissertation/Thesis
Authors: Boswell, William Christopher
Source: Graduate Theses and Dissertations
Subject Terms: Computer programming Programmed instruction, Word processing
File Description: application/pdf
Relation: https://ecommons.udayton.edu/graduate_theses/1665; https://ecommons.udayton.edu/context/graduate_theses/article/2664/viewcontent/r008573420.pdf
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13Academic Journal
Authors: Hartley, James
Source: Innovations in Education & Training International; Nov1974, Vol. 11 Issue 6, p278-291, 14p
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14eBook
Authors: Ana Afonso, Lina Morgado, Licínio Roque
Resource Type: eBook.
Subjects: Education--Effect of technological innovations on, Teachers--Training of--Technological innovations, Educational technology--Study and teaching, Web-based instruction--Study and teaching
Categories: EDUCATION / Teacher Training & Certification, EDUCATION / Computers & Technology, EDUCATION / Distance, Open & Online Education
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15Academic Journal
Authors: Rauseo, Michael J.
Source: American Documentation; Oct1967, Vol. 18 Issue 4, p248-249, 2p
Subject Terms: Personnel management, Automation, Personnel records, Computer systems, Training, Public administration
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16Academic Journal
Authors: Day, Randell K.
Source: Performance Improvement; Jan2016, Vol. 55 Issue 1, p39-47, 9p
Subject Terms: Psychology, Skinner boxes, Operant behavior, Human behavior
Linked Full Text -
17Academic Journal
Authors: ANUPAM, Kumari
Source: International Journal on New Trends in Education & their Implications (IJONTE); Jul2014, Vol. 5 Issue 3, p144-150, 7p
Subject Terms: Mathematics education, Mathematics students, Outcome-based education, Academic achievement research
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18eBook
Authors: Daniel J. Moran, Richard W. Malott
Resource Type: eBook.
Subjects: Direct instruction, Computer-assisted instruction, Effective teaching, Teaching, Individualized instruction
Categories: EDUCATION / Teaching / General
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19Academic Journal
Authors: Ifeduba, Emmanuel
Source: International Journal of Translation, Interpretation & Applied Linguistics (IJTIAL); Jan2022, Vol. 4 Issue 1, p1-13, 13p
Subject Terms: Translating machines, Newspaper publishing, African languages, Orthography & spelling, Journalistic errors
Reviews & Products: Google Translate (Web resource)
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20Book