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I-Hsiung Chang; Pi-Chun Hsu; Ru-Si Chen – Education and Information Technologies, 2024
This study investigates how trust influences parents' satisfaction with parenting apps. The study demonstrates that social ties and perceived value act as mediators between trust and user satisfaction. A questionnaire was conducted in Taiwan to test parents' perceptions of parenting apps, focusing particularly on user satisfaction and related…
Descriptors: Foreign Countries, Satisfaction, Trust (Psychology), Parent Attitudes
Chun-Chun Chang; Gwo-Jen Hwang; Yun-Fang Tu; Chiu-Lin Lai; Biyun Huang – Interactive Learning Environments, 2024
In recent years, smart healthcare technologies used to facilitate precision medicine in clinical practice have increasingly become a topic of discussion. Nurses and nurse preceptors are critical professionals in hospitals, and are also the frontline staff using smart healthcare. The purpose of this study was to investigate nurses' and nurse…
Descriptors: Foreign Countries, Nurses, Practicum Supervision, Professional Personnel
Kate Tzu-Ching Chen – Contemporary Educational Technology, 2023
The present study aimed to examine the barriers faced by Taiwanese university English as a foreign language (EFL) instructors when incorporating mobile-assisted language learning (MALL) into their teaching, and to explore how these barriers are influenced by the instructors' background characteristics. To assess the variables, a survey…
Descriptors: Foreign Countries, English (Second Language), Language Teachers, Teacher Attitudes
Cheng, Ching-I. – Journal of Computer Assisted Learning, 2023
Background: Taiwan's higher education institutions prioritize interdisciplinary knowledge and cultural competence in cultural design, emphasizing the value of immersion in the local environment to develop cultural competence. However, challenges arise from the disappearance of traditional local lifestyles and limitations of traditional outdoor…
Descriptors: Foreign Countries, Learning Analytics, Handheld Devices, Computer Oriented Programs
Charlie Taylor; Chen-Li Huang – English Australia Journal, 2024
Being able to pronounce a language so that a listener can understand (i.e., intelligibly) is critical to achieving communicative competence (Munro & Derwing, 1995), but is Duolingo helpful in this regard? Given Duolingo's status as the world's most widely used language-learning app (Hirschi, 2020), understanding its potential is important to…
Descriptors: Computer Oriented Programs, Pronunciation Instruction, Foreign Countries, Language Teachers
Gutiérrez-Colón, Mar; Frumuselu, Anca Daniela; Curell, Hortènsia – Interactive Learning Environments, 2023
Mobile-assisted language learning (MALL) is a fast-developing field that is constantly growing and evolving in education. There is a lack of publications focusing on implementation studies of MALL as a means to enhance second language/foreign language (L2) reading comprehension. Building on Burston's (2013). Mobile-Assisted Language Learning: a…
Descriptors: Handheld Devices, Second Language Learning, Reading Comprehension, Program Implementation
Uun Hariyanti; Wu-Yuin Hwang; Rio Nurtantyana; Herman Dwi Surjono; Irma Nuur Rochmah; Anh Hoang; Muhammad Irfan Luthfi; Muhamad Trio Maulana Putra – Interactive Learning Environments, 2024
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to…
Descriptors: Anxiety, Telecommunications, Handheld Devices, Computer Oriented Programs
Barrett, Neil E.; Liu, Gi-Zen; Wang, Hei-Chia – Computer Assisted Language Learning, 2022
This paper investigates English language learners' oral presentation needs, alongside students' and instructors' perceptions towards mobile seamless language learning. The findings will be used to develop a mobile-based learning environment. Interviews with both instructors and students were used to help build a Likert questionnaire which was…
Descriptors: Public Speaking, Oral Language, Performance, Electronic Learning
Yi-Ju Wu; Dorothy M. Chun – Educational Technology & Society, 2025
Although the number of studies investigating the use of immersive VR (iVR) for language learning is rapidly rising, only a few studies have examined how teachers learn to incorporate iVR into their lesson planning and how they can take advantage of the unique affordances of the medium to aid language learning. This article reports on how 50…
Descriptors: Computer Simulation, Instructional Design, Preservice Teachers, Technology Uses in Education
Tai, Tzu-Yu; Chen, Howard Hao-Jan; Todd, Graeme – Computer Assisted Language Learning, 2022
VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR…
Descriptors: Computer Simulation, Educational Technology, English (Second Language), Second Language Learning
Loan, Phan Thi; Hsu, Wan Ting – Metropolitan Universities, 2019
Environmental protection is an increasing concern across Taiwan. Facebook and LINE enjoy high penetration in Taiwan, are potential platforms for democratizing the research process. Citizens participate in evaluating their environment, contributing to its protection as well as having voice in decision making in the environment community-engaged…
Descriptors: Foreign Countries, Natural Disasters, Civil Defense, Emergency Programs
Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
Wu, Junjie Gavin; Miller, Lindsay – Computer Assisted Language Learning, 2021
This article reports the study of a novel way of raising tertiary-level students' native cultural awareness (NCA) via an informal mobile learning community. Through two cycles of action research at a teacher-education university in East China, the study drew upon the Community of Practice (CoP) theory to form a synchronous English chat group.…
Descriptors: Foreign Countries, Cultural Awareness, English (Second Language), Second Language Learning
Chen, Chih-Ming; Liu, Huimei; Huang, Hong-Bin – ReCALL, 2019
Many studies have demonstrated that vocabulary size plays a key role in learning English as a foreign language (EFL). In recent years, mobile game-based learning (MGBL) has been considered a promising scheme for successful acquisition and retention of knowledge. Thus, this study applies a mixed methodology that combines quantitative and…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
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