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Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
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Wang, Cixiao; OuYang, Jiayu; Wu, Feng – Journal of Science Education and Technology, 2021
Recent research in collaborative learning has indicated that peer assessment has a positive influence on students' learning performance and learning process. This study investigates how the different subgroups of two roles (assessors and assessees) in peer assessment contribute to students' perceptions of science learning in mobile…
Descriptors: Peer Evaluation, Electronic Learning, Cooperative Learning, Handheld Devices
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Nima Dorji; Nipaporn Sakulwongs – THAITESOL Journal, 2024
The study was aimed to examine the use of Mobile Assisted Language Learning (MALL) through Cake application in improving speaking skill of grade 6 Bhutanese ESL students and to find out students' learning satisfaction about the use of MALL through Cake. A quasi-experimental research design was incorporated by selecting one section of 30…
Descriptors: Foreign Countries, Handheld Devices, Second Language Learning, English (Second Language)
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Yang, Jie Chi; Kuo, Wen-Chi – Journal of Computer Assisted Learning, 2022
Background: Digital game-based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in-gaming achievements in DGBL. Objectives: This study developed an educational…
Descriptors: Grade 3, Grade 4, Grade 5, Elementary School Students
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Liman Kaban, Aysegül; Karadeniz, Sirin – SAGE Open, 2021
The young generation, born into digital technologies and called Millennials or the Y-Generation, are raised in a world where everybody has a computer in their pockets (Hamari et al., 2014), and they are constantly engaged in digital activities. However, research on the impact of digital devices on learners' educational performance and motivation…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Reading Comprehension
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Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
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Liu, Yuan-Chen; Huang, Tzu-Hua; Lin, I-Hsuan – Innovation in Language Learning and Teaching, 2023
The aim of this study is to use augmented reality and hands-on activity with phonics cubes to create an augmented reality English learning system named the Rolling Alphabet-AR System to investigate its impact on English learning, flow experience, and English self-efficacy for sixth graders. This study adopted quasi-experimental research on 114…
Descriptors: Alphabets, English (Second Language), Second Language Learning, Phonics
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Tirado-Morueta, Ramón; Berlanga-Fernández, Inmaculada; Vales-Villamarín, Helena; Guzmán Franco, Mª Dolores; Duarte-Hueros, Ana; Aguaded-Gómez, José Ignacio – Education and Information Technologies, 2020
The number of one-to-one mobile programs in elementary schools as a resource to substitute the textbook has become popular worldwide. However, findings of studies that seek to enable understanding of how the daily use of these mobile devices affects student's engagement in the classroom are heterogeneous. The authors utilized and adapted a…
Descriptors: Elementary School Students, Children, Learner Engagement, Handheld Devices
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Azhar, Sheikh Ahmad Firdaus Jamil; Jalil, Habibah Ab – Asian Journal of University Education, 2022
In the 21st century, mobile games have become a growing interest among children, including primary school students. This can be a great opportunity for instructors to utilize mobile games approaches and students' interest in games for education teaching and learning purposes, specifically in the primary classroom environment. However, there is no…
Descriptors: Handheld Devices, Telecommunications, Educational Technology, Technology Uses in Education
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Zhengye Xu; Duo Liu – Reading and Writing: An Interdisciplinary Journal, 2024
A sample of 144 s- and 150 fourth-grade Chinese children was recruited to investigate the influence of body-object interactions (BOIs) on word recognition, i.e., how easily they could interact physically with each word's referent. The moderation on this relationship of children's screen time for entertainment purposes (i.e., the viewing or use of…
Descriptors: Word Recognition, Children, Visual Aids, Handheld Devices
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Wang, Cixiao; Li, Shuling – International Journal of Computer-Supported Collaborative Learning, 2021
Virtual manipulatives running on tablets have been demonstrated to improve students' conceptual understanding in previous studies. However, the differential effects on group interaction during face-to-face collaborative inquiry learning from the support of alternative technology affordances has received little attention. Technology affordances in…
Descriptors: Cooperative Learning, Affordances, Technology Uses in Education, Educational Technology
Hamid, Abdulloh; Setyosari, Punaji; Kuswandi, Dedi; Ulfa, Saida – Online Submission, 2019
The aim of this study is to know the effect and implications of the Mobile Seamless Learning Strategy on students' concept mastery ability. The research conducted at an Elementary School in Jepara Central Java, Indonesia. The study was quantitative using a quasi-experimental with non-equivalent control group. The participants were student IV…
Descriptors: Learning Strategies, Elementary School Students, Mastery Learning, Instructional Effectiveness
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Armstrong, Alayne – Canadian Journal of Science, Mathematics and Technology Education, 2022
In recent years, the use of personal electronic devices has become widespread in Canadian society, and many Canadian schools are adopting "bring your own device" policies. This exploratory research investigates the technological practices of middle years students with mathematics learning disabilities who use personal electronic devices…
Descriptors: Mathematics Instruction, Middle School Students, Student Attitudes, Learning Disabilities
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Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
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Chen, Yu-ching – Journal of Educational Computing Research, 2019
Motivation and math anxiety are crucial in performance and satisfaction, and augmented reality (AR) may be a useful tool in enhancing these factors because it provides users with interesting visual experiences. Since related empirical research is limited in investigating the effects of using free mobile AR apps integrating Keller's ARCS…
Descriptors: Handheld Devices, Computer Simulation, Mathematics Anxiety, Visual Learning
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