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Ekin, Cansu Cigdem; Gul, Abdulmenaf – International Journal of Technology in Education, 2022
This research aims to conduct a bibliometric study to describe how game-based educational research is structured and how it has evolved over time. For this purpose, bibliometric analysis has been used to analyze 4980 publications indexed by the Elsevier SCOPUS database between 1967 and May 2021. The related publications were evaluated by analyzing…
Descriptors: Bibliometrics, Game Based Learning, Educational Research, Publications
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Lan, Yu-Ju – Language Learning & Technology, 2020
Virtual reality (VR) is not only attracting the attention of the information and computer technology (ICT) industry (Shirer & Torchia, 2017), especially in the production of consumer VR hardware, but also that of educators. One of the important features of VR is immersion, which enhances the situated experience of users. The sensation of being…
Descriptors: Foreign Countries, Second Language Learning, Electronic Learning, Computer Simulation
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Lin, Jian-Wei; Lin, Hao-Chiang Koong – Australasian Journal of Educational Technology, 2019
Although many e-learning studies have applied the unified theory of acceptance and usage of technology (UTAUT) to investigate user acceptance, their findings have been inconsistent. One of reasons is that the user acceptance model of an e-learning system can be determined by the new information technologies (or mechanisms) the e-learning system…
Descriptors: Cooperative Learning, Computer Uses in Education, Adoption (Ideas), Social Networks
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Yu-Hung Chiang; Yu-Chen Su; Wei-Tsong Wang; Tien-Chi Huang – Journal of Educational Computing Research, 2025
As big data and artificial intelligence become integral to business decision-making, business management students require proficiency in data science and big data. However, the use of instructional technologies, such as augmented reality (AR) and mind mapping to teach these subjects is limited. This study introduces an innovative pedagogical model…
Descriptors: Business Education, College Students, Foreign Countries, Data
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Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs
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Hsu, Shih-Yin; Beasley, Robert E. – Australasian Journal of Educational Technology, 2019
Learners in an English as a foreign language (EFL) context seldom have the opportunity to interact with people from other cultures and experience intercultural communication in English to foster their intercultural competence (IC), whether inside or outside of the classroom. In an effort to create a brand new opportunity to boost target language…
Descriptors: Electronic Mail, Synchronous Communication, Computer Mediated Communication, Student Attitudes
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Hsiao-Wen Hsu – International Journal of Technology in Education, 2024
The implementation of computer-assisted pronunciation training (CAPT) has been proven to be successful in improving learners' pronunciation abilities. Automatic speech recognition (ASR) software was used to provide mediated support to 103 pre-intermediate level students (62 males and 41 females). After experiencing a two-semester of CAPT…
Descriptors: Automation, Assistive Technology, Pronunciation, English Language Learners
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Sangster, Alan, Ed.; Stoner, Greg, Ed.; Flood, Barbara, Ed. – Accounting Education, 2020
This paper presents a compilation of personal reflections from 66 contributors on the impact of, and responses to, COVID-19 in accounting education in 45 different countries around the world. It reveals a commonality of issues, and a variability in responses, many positive outcomes, including the creation of opportunities to realign learning and…
Descriptors: Accounting, Business Administration Education, COVID-19, Pandemics
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Liu, Chiung-Wen; Ho, Li-An; Chueh, Ting-Yu – Journal of Computer Assisted Learning, 2020
Because the microworld can create a learning environment that allows learners to interact with the real world, the view of the microworld has been widely used in education and training. In this study, the simulated transactional interactive concurrent system (STICS) was used to provide an environment that simulates the stock market trading of the…
Descriptors: Money Management, Instructional Effectiveness, Foreign Countries, Computer Uses in Education
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Wang, Jenny – Turkish Online Journal of Distance Education, 2017
The proposed interactive online group within the cloud computing technologies as a main contribution of this paper provides easy and simple access to the cloud-based Software as a Service (SaaS) system and delivers effective educational tools for students and teacher on after-class group writing assignment activities. Therefore, this study…
Descriptors: Electronic Learning, Internet, Computer Software, Information Storage
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Chen, Gwo-Dong; Nurkhamid; Wang, Chin-Yeh; Yang, Shu-Han; Chao, Po-Yao – Educational Technology & Society, 2014
In a classroom, obtaining active, whole-focused, and engaging learning results from a design is often difficult. In this study, we propose a self-observation model that employs an instinctive interface for classroom active learning. Students can communicate with virtual avatars in the vertical screen and can react naturally according to the…
Descriptors: Models, Active Learning, Computer Uses in Education, Computer Interfaces
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Chen, Yen-Chun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Descriptors: Educational Games, Computer Uses in Education, Computer Games, Student Motivation
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Wang, Chia-Sui; Huang, Yong-Ming – Innovations in Education and Teaching International, 2016
Face-to-face computer-supported collaborative learning (CSCL) was used extensively to facilitate learning in classrooms. Cloud services not only allow a single user to edit a document, but they also enable multiple users to simultaneously edit a shared document. However, few researchers have compared student acceptance of such services in…
Descriptors: Cooperative Learning, Computer Uses in Education, Preferences, Social Influences
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Yeh, Yu-Fang – Contemporary Educational Technology, 2016
Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have…
Descriptors: Foreign Countries, Man Machine Systems, Computer Uses in Education, Animation
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Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
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