NotesFAQContact Us
Collection
Advanced
Search Tips
Showing all 11 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Timothy Teo; Fang Huang; Jinbo He – Interactive Learning Environments, 2024
Given the lack of cultural consideration of studies on digital natives, this study reports on a large-scale validation of the Digital Native Assessment Scale (DNAS) among university students from three regions of Greater China: Chinese mainland, Macau, and Taiwan, to examine measurement invariance and latent mean differences in the four constructs…
Descriptors: Foreign Countries, Digital Literacy, Structural Equation Models, College Students
Peer reviewed Peer reviewed
Direct linkDirect link
Chih-Hung Lin; Dadan Sumardani – Interactive Learning Environments, 2024
Virtual Reality (VR) has been widely adopted in educational research; however, its implementation in the classroom is still not as well known as in the research field. In other words, there is a gap between researchers and practitioners regarding the pedagogical issue. This study aimed to explore how VR could be applied in science classrooms using…
Descriptors: Computer Simulation, Teaching Methods, Science Education, Authentic Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Lin, Kuen-Yi; Lu, Shao-Chuan; Hsiao, Hsien-Hsien; Kao, Chia-Pin; Williams, P. John – Interactive Learning Environments, 2023
Over the past few years, digital fabrication has been utilized in technology laboratories to emphasize hands-on learning processes in technology and engineering education. Recent studies indicate that hands-on activities can help students connect with science, technology, engineering, and mathematics (STEM) disciplines and develop key skills…
Descriptors: STEM Education, Imagination, Vocational Interests, Repetition
Peer reviewed Peer reviewed
Direct linkDirect link
Wang, Yu-Yin; Wang, Yi-Shun; Lin, Hsin-Hui; Tsai, Tung-Han – Interactive Learning Environments, 2019
With the proliferation of paid mobile learning applications (m-learning apps), understanding how to assess their success has become an important issue for academics and practitioners. Based on the information systems (IS) success models and the value-based adoption model, this study developed and validated a multidimensional model for assessing…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Hsinfu; Lee, Chang-Franw – Interactive Learning Environments, 2022
The aim of the present study was to explore the learning usability factors of 3D modeling in virtual reality environment (VRE). Users' 3D modeling usability factors in VR were investigated through principal component analysis (PCA). Fifty industrial design students participated in the 3D modeling learning in VR experience experiment, and their…
Descriptors: Usability, Computer Simulation, Educational Technology, Geometric Concepts
Peer reviewed Peer reviewed
Direct linkDirect link
Liaw, Shu-Sheng; Huang, Hsiu-Mei – Interactive Learning Environments, 2016
This paper investigates the use of e-books as learning tools in terms of learner satisfaction, usefulness, behavioral intention, and learning effectiveness. Based on the activity theory approach, this research develops a research model to understand learner attitudes toward e-books in two physical sizes: 10? and 7?. Results suggest that screen…
Descriptors: Electronic Publishing, Electronic Learning, Technology Uses in Education, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yeu-Ting; Lin, Pei-Hsin; Chen, Yi-Ling – Interactive Learning Environments, 2016
Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL).…
Descriptors: Educational Games, Prediction, Anxiety, Competition
Peer reviewed Peer reviewed
Direct linkDirect link
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Kuo, Yen-Chun – Interactive Learning Environments, 2016
Consequential reasoning relevant to moral development has not been effectively practised in elementary schools in Taiwan. The present study designed a "To Do or Not To Do" website for students to explore moral dilemma situations and exercise consequence-based moral reasoning. Effective data from 160 fifth-grade students were collected…
Descriptors: Foreign Countries, Grade 5, Elementary School Students, Web Sites
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Yueh-Min; Hwang, Jan-Pan; Chen, Sherry Y. – Interactive Learning Environments, 2016
Cognitive styles have been regarded as a crucial factor that affects the effectiveness of web-based learning (WBL). Previous research indicated that educational settings that match with students' cognitive styles can enhance students' learning performance, which is, however, linked to their emotion. Various physiological signals can be applied to…
Descriptors: Web Based Instruction, Cognitive Style, Educational Environment, Emotional Response
Peer reviewed Peer reviewed
Direct linkDirect link
Wu, Pai-Hsing; Wu, Hsin-Kai; Kuo, Che-Yu; Hsu, Ying-Shao – Interactive Learning Environments, 2015
Computer-based learning tools include design features to enhance learning but learners may not always perceive the existence of these features and use them in desirable ways. There might be a gap between what the tool features are designed to offer (intended affordance) and what they are actually used (actual affordance). This study thus aims at…
Descriptors: Science Instruction, Computer Uses in Education, Educational Technology, High School Students
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Yueh-Min; Huang, Yong-Ming; Liu, Chien-Hung; Tsai, Chin-Chung – Interactive Learning Environments, 2013
Web-based self-learning (WBSL) has received a lot of attention in recent years due to the vast amount of varied materials available in the Web 2.0 environment. However, this large amount of material also has resulted in a serious problem of cognitive overload that degrades the efficacy of learning. In this study, an information graphics method is…
Descriptors: Web 2.0 Technologies, Cognitive Processes, Difficulty Level, College Students