NotesFAQContact Us
Collection
Advanced
Search Tips
Publication Date
In 20250
Since 20240
Since 2021 (last 5 years)0
Since 2016 (last 10 years)10
Since 2006 (last 20 years)26
Audience
Laws, Policies, & Programs
Assessments and Surveys
Wechsler Intelligence Scale…1
What Works Clearinghouse Rating
Showing 1 to 15 of 26 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Kuo-Hung, Chao; Kuo-En, Chang; Chung-Hsien, Lan; Kinshuk; Yao-Ting, Sung – Educational Technology & Society, 2016
This study was aimed at exploring how to use augmented reality (AR) technology to enhance the effect of performance assessment (PA). A mobile AR performance assessment system (MARPAS) was developed by integrating AR technology to reduce the limitations in observation and assessment during PA. This system includes three modules: Authentication, AR…
Descriptors: Educational Technology, Technology Uses in Education, Performance Based Assessment, Simulated Environment
Peer reviewed Peer reviewed
Direct linkDirect link
Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Chien-Hsu; Chou, Yin-Yu; Huang, Chun-Yen – Asia-Pacific Education Researcher, 2016
Computer hardware and mobile devices have developed rapidly in recent years, and augmented reality (AR) technology has been increasingly applied in mobile learning. Although instructional AR applications have yielded satisfactory results and prompted students' curiosity and interest, a number of problems remain. The crucial topic for AR…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Concept Mapping
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Chester S. J.; Yang, Stephen J. H.; Chiang, Tosti H. C.; Su, Addison Y. S. – Educational Technology & Society, 2016
This study developed a 5-step vocabulary learning (FSVL) strategy and a mobile learning tool in a situational English vocabulary learning environment and assessed their effects on the learning motivation and performance of English as a foreign language (EFL) students in a situational English vocabulary learning environment. Overall, 80 EFL…
Descriptors: Vocabulary Development, Telecommunications, Learning Motivation, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Chang, Yu-Lien; Hou, Huei-Tse; Pan, Chao-Yang; Sung, Yao-Ting; Chang, Kuo-En – Educational Technology & Society, 2015
Based on the sense of place theory and the design principles of guidance and interpretation, this study developed an augmented reality mobile guidance system that used a historical geo-context-embedded visiting strategy. This tool for heritage guidance and educational activities enhanced visitor sense of place. This study consisted of 3 visitor…
Descriptors: Computer Simulation, Handheld Devices, Place Based Education, Heritage Education
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Chih-Ming; Lin, Yu-Ju – Interactive Learning Environments, 2016
Despite the popularity of mobile reading devices, many studies have indicated that small screens restrict information transmission, adversely affecting reading performance on mobile devices. Moreover, mobile reading typically occurs in different reading contexts. Therefore, suitable text display type for mobile reading in different reading…
Descriptors: Visual Aids, Reading Comprehension, Attention Control, Cognitive Processes
Peer reviewed Peer reviewed
Direct linkDirect link
Hsu, Guo-Liang; Tang, Jung-Chang; Hwang, Wu-Yuin; Li, Yung-Chang; Hwang, Wu-Yuin; Li, Yung-Chang; Hung, Jung-Chao; Wei, Chun-Hwa – Education and Training in Autism and Developmental Disabilities, 2016
The demands of money-counting skills potentially limit individuals with intellectual disability (ID) to master the one-more-than technique, particularly in Taiwan, which requires high daily minimum living expense for supporting an individual's daily life. Employing a multiple treatment design across price ranges and settings, this study compared…
Descriptors: Foreign Countries, Computation, Money Management, Teaching Methods
Peer reviewed Peer reviewed
Direct linkDirect link
Hung, Hui-Chun; Young, Shelley Shwu-Ching – Interactive Learning Environments, 2017
Handheld technologies with multi-touch functions have been embraced by the young generation and become their important tool for social and learning purposes. The purpose of this study was to explore how the state-of-art devices could be integrated into authentic art appreciation courses to motivate and enhance students' learning. It was conducted…
Descriptors: Art Appreciation, Educational Technology, Technology Uses in Education, Handheld Devices
Peer reviewed Peer reviewed
Direct linkDirect link
Moh, Chiou – Educational Research and Reviews, 2015
Development of mobile phones provides the students a different learning choice compared to studying in a traditional classroom. This study investigated undergraduate students' experiences with using their smartphones to receive learning contents for the improvement of their computer literacy. Through a survey and a pretest and posttest, the…
Descriptors: Telecommunications, Handheld Devices, Educational Technology, Pretests Posttests
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Gwo-Haur; Chen, Beyin; Huang, Cin-Wei – Educational Technology & Society, 2016
In recent years, with the gradual increase in the importance of professional certificates, improvement in certification tutoring systems has become more important. In this study, we have developed a personalized ubiquitous multi-device certification tutoring system (PUMDCTS) based on "Bloom's Taxonomy of Educational Objectives," and…
Descriptors: Electronic Learning, Educational Technology, Individualized Instruction, Certification
Peer reviewed Peer reviewed
Direct linkDirect link
Hung, Hsiu-Ting – Interactive Learning Environments, 2017
Flipped classrooms continue to grow in popularity across all levels of education. Following this pedagogical trend, the present study aimed to enhance the face-to-face instruction in flipped classrooms with the use of clickers. A game-like clicker application was implemented through a bring your own device (BYOD) model to gamify classroom dynamics…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Audience Response Systems
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Chang, Yi Hsing; Liu, Jen-ch'iang – Turkish Online Journal of Educational Technology - TOJET, 2013
Since AR can display 3D materials and learner motivation is enhanced in a situated learning environment, this study explores the learning effectiveness of learners when combining AR technology and the situation learning theory. Based on the concept of embedding the characteristics of augmented reality and situated learning into a real situation to…
Descriptors: Electronic Learning, Computer Simulation, Blended Learning, Computer Attitudes
Peer reviewed Peer reviewed
Direct linkDirect link
Hung, Hui-Chun; Young, Shelley Shwu-Ching; Lin, Chiu-Pin – Technology, Pedagogy and Education, 2015
How to close the achievement gap in the classroom so that no student is left behind becomes one of the most important issues nowadays. This study aims to construct a collaborative and competitive game-based learning environment to improve English proficiencies and reduce the achievement gap for disadvantaged students. The Wireless Crossword…
Descriptors: Foreign Countries, Achievement Gap, Cooperative Learning, Competition
Peer reviewed Peer reviewed
Direct linkDirect link
Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Gwo-Haur; Chu, Hui-Chun; Chen, Beyin; Cheng, Zheng Shan – International Journal of Distance Education Technologies, 2014
The rapid progress of wireless communication, sensing, and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. It can be viewed as a new learning style which has been called context-aware ubiquitous learning. Most context-aware ubiquitous learning…
Descriptors: Web 2.0 Technologies, Electronic Learning, Educational Technology, Experiential Learning
Previous Page | Next Page ยป
Pages: 1  |  2