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Man-Chi Lai; Yu-Feng Lin; Sheng-Wei Wang; Ching-Hsiang Shih – Journal of Special Education Technology, 2024
This study investigated the effectiveness of applying a smartphone to reduce the hyperactive/impulsive behaviors of 3 students with attention deficit hyperactivity disorder (ADHD) in class. A smartphone that can simultaneously provide vibration and visual text prompts was adopted in this study to remind the participants when they exhibited…
Descriptors: Telecommunications, Handheld Devices, Prompting, Stimuli
Kuo, Chen-li; Tsai, Tsai-Hsuan; Tung, Shen-Mei; Lin, Yueh-E – Augmentative and Alternative Communication, 2023
Augmentative and alternative communication (AAC) has been used by patients with acquired expressive communication disorders as an alternative to natural speech. The use of symbols to express pain, which is intangible, is challenging because designing a series of comprehensible symbols to represent personal experiences such as pain is not…
Descriptors: Augmentative and Alternative Communication, Pain, Chinese, Telecommunications
Tzu-Yu Tai – Computer Assisted Language Learning, 2024
Intelligent personal assistants (IPAs) are a valuable tool in language learning because they provide opportunities for authentic interaction. However, their effectiveness, compared with that of human interlocutors, in facilitating second and foreign language interaction has not been explored. Therefore, this study investigated the effect of IPAs…
Descriptors: Artificial Intelligence, Natural Language Processing, English (Second Language), Second Language Learning
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
Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
Pei-Ling Yang – TESL-EJ, 2025
This study explores how learner-generated podcasts can support English as a Foreign Language (EFL) learning among college students in Taiwan. Using a mixed-methods approach, data were collected from 31 participants through surveys on podcasting attitudes, learning logs, and reflective essays. The findings reveal that EFL learners generally…
Descriptors: Foreign Countries, Audio Equipment, Handheld Devices, Information Dissemination
Jiang, Man-Luo; Liou, Hsien-Chin – Taiwan Journal of TESOL, 2022
While existing literature supports the use of smartphones to teach English vocabulary, limited studies have addressed how learned words can be transferred to college students' writing. This action research study designed pretest, treatment on mobile phones, posttest, and out-of-class pair-work, followed by a delayed posttest after three weeks to…
Descriptors: Telecommunications, Handheld Devices, Vocabulary Development, English (Second Language)
Barrett, Neil E.; Liu, Gi-Zen; Wang, Hei-Chia – Computer Assisted Language Learning, 2022
This study investigated student perceptions and opinions on an English Oral Presentation Application (EOPA), a mobile learning application designed to assist English learners develop oral presentations and online collaboration skills. This study was part of a Design Based Research (DBR) project which incorporated an adapted Technology Acceptance…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Oral Language
Chin, Kai-Yi; Wang, Ching-Sheng – Australasian Journal of Educational Technology, 2021
In this study, we proposed an augmented reality- (AR-) based mobile touring system for an authentic learning activity, which enables students to observe and learn key information regarding cultural heritage sites. To evaluate the effectiveness of the proposed system, we conducted an experiment in a cultural heritage course at a Taiwanese…
Descriptors: Foreign Countries, Computer Simulation, Cultural Awareness, Learning Activities
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
Wang, Chih-Chiang; Lo, Chia-Lun; Hsu, Ming-Ching; Tsai, Chih-Yung; Tsai, Chun-Ming – SAGE Open, 2020
Mobile devices are becoming ubiquitous methodologies and tools, providing application for learning and teaching field. On the basis of the widespread use of wireless devices and mobile computing technology, this study proposes a context-aware plant ecology learning system (CAPELS) based on context-aware technology; adapting deep neural networks…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Plants (Botany)
Al-Jarf, Reima – Online Submission, 2021
This article proposes the integration of mobile audiobooks (MABs) to develop EFL college students' listening comprehension skills. It aims to show the following: (i) The advantages of integrating MABs in listening instruction; (ii) sources of MABs; (iii) how to search for MABs; (iv) criteria for selecting MABs; (v) examples of MABs; (vi) listening…
Descriptors: College Students, English (Second Language), Second Language Instruction, Listening Comprehension
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
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