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Showing 1 to 15 of 48 results Save | Export
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Ho, Shu-Chun; Hsieh, Sheng-Wen; Sun, Pei-Chen; Chen, Cheng-Ming – Educational Technology & Society, 2017
The increasing advance of mobile devices and wireless technologies has generated great interest in ubiquitous learning (u-learning) among academia, practitioners, and policy makers. However, design elements that incorporate learning styles and learning strategies into u-learning system applications in English as a Foreign Language (EFL) education…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Cognitive Style
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Hsieh, Ming-Yuan – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Because the development of Taiwanese Massive Open Online Course (MOOCs) websites is at this moment full of vitality, this research employs a series of analytical cross-measurements of Quality Function Deployment method of House of Quality (QFD-HOQ) model and Multiple Criteria Decision Making (MCDM) methodology to cross-evaluate the weighted…
Descriptors: Electronic Learning, Online Courses, Higher Education, Foreign Countries
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Huang, Rui-Ting; Tang, Tzy-Wen; Lee, Yi Ping; Yang, Fang-Ying – Australasian Journal of Educational Technology, 2017
Increasing attention has been paid to mobile learning studies. However, there is still a dearth of studies investigating the moderating effect of proactive personality on mobile learning achievements. Accordingly, the primary purpose of this study is not only to investigate the key elements that could improve the effectiveness and efficiency of…
Descriptors: Personality Traits, Handheld Devices, Telecommunications, Role
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Chen, Chia-Chen; Chen, Chien-Yi – Interactive Learning Environments, 2018
In recent years, mobile technology has been developing rapidly and has been widely used. There are many successful cases of mobile technology applied greatly in today's teaching and even combined with sensing devices to overcome the limitations of traditional learning environment. In order to make teaching more diversified, teachers currently…
Descriptors: Museums, Cognitive Style, Academic Achievement, Handheld Devices
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Wu, Ting-Ting – Journal of Computer Assisted Learning, 2018
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…
Descriptors: Vocabulary Development, Learning Motivation, Telecommunications, Handheld Devices
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Cheng, Kun-Hung – Australasian Journal of Educational Technology, 2017
Since augmented reality (AR) has been increasingly applied in education recently, the investigation of students' learning experiences with AR could be helpful for educators to implement AR learning. With a quantitative survey using three questionnaires, this study explored the relationships among 153 students' perceived cognitive load, motivation,…
Descriptors: Cognitive Processes, Difficulty Level, Learning Experience, Statistical Analysis
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Ou, Kuo-Liang; Tarng, Wernhuar; Chen, Yi-Ru – International Journal of Distance Education Technologies, 2018
Beginning learners of English frequently use flashcards as a tool for learning vocabulary. However, because of the consciousness difference between the picture-readers and picture-drawers on vocabularies, errors may be involved in the learners' comprehension of the vocabulary terms on the flashcards. This article develops and evaluates an English…
Descriptors: Foreign Countries, Vocabulary Development, English (Second Language), Second Language Learning
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Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
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Liu, Shih-Hsiung – Journal of Education and Learning, 2016
This study uses Facebook as a platform and arranges certain learning tasks to identify the feasibility of mobile collaborative learning for pre-service teachers. The pre-service teachers' sense of community and perceptions of collaborative learning are investigated. A total of 153 pre-service teachers volunteered to participate in an Intern Mobile…
Descriptors: Preservice Teachers, Cooperative Learning, Student Attitudes, Social Media
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Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Technology Uses in Education
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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
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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
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Sun, Koun-Tem; Wang, Chun-Huang; Liku, Ming-Chi – Comunicar: Media Education Research Journal, 2017
Although digital media literacy is recognized as providing the essential competencies required for living in a new media age, it has only just started to gain focus in Taiwan's elementary education. One of the reasons is examination-oriented education, which diverts scarce resources away from this informal learning. The other reason is that…
Descriptors: Technological Literacy, Elementary School Students, Grade 3, Exhibits
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Tsai, Chia-Hui; Cheng, Ching-Hsue; Yeh, Duen-Yian; Lin, Shih-Yun – Education and Information Technologies, 2017
This study applied a quasi-experimental design to investigate the influence and predictive power of learner motivation for achievement, employing a mobile game-based English learning approach. A system called the Happy English Learning System, integrating learning material into a game-based context, was constructed and installed on mobile devices…
Descriptors: Learning Motivation, Case Studies, English (Second Language), Second Language Learning
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Chang, Jui-Hung; Chiu, Po-Sheng; Huang, Yueh-Min – International Review of Research in Open and Distributed Learning, 2018
With the advances in mobile network technology, the use of portable devices and mobile networks for learning is not limited by time and space. Such use, in combination with appropriate learning strategies, can achieve a better effect. Despite the effectiveness of mobile learning, students' learning direction, progress, and achievement may differ.…
Descriptors: Archives, Telecommunications, Handheld Devices, Educational Technology
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