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Tsai, Chia-Wen; Shen, Pei-Di; Chiang, I-Chun; Chen, Wen-Yu; Chen, Yi-Fen – Interactive Learning Environments, 2018
The application of online learning and educational technologies in higher education has changed teaching methods, the channels of delivering learning materials, and modes of communication between teachers and students. This study is aimed to improve learning effects and investigate, via quasi-experiments, the effects of web-mediated…
Descriptors: Foreign Countries, Undergraduate Students, Web Based Instruction, Cooperative Learning
Huang, Hsiu-Mei; Liaw, Shu-Sheng – International Review of Research in Open and Distributed Learning, 2018
Within a constructivist paradigm, the virtual reality technology focuses on the learner's actively interactive learning processes and attempts to reduce the gap between the learner's knowledge and a real-life experience. Recently, virtual reality technologies have been developed for a wide range of applications in education, but further research…
Descriptors: Computer Simulation, Information Systems, Technology Uses in Education, Intention
Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – Interactive Learning Environments, 2018
This paper proposes a novel interactive ubiquitous learning system (IULS) for authentically teaching a cultural heritage course and imparting relevant concepts to students. Experimental results demonstrated that learning performance was significantly improved after students used the IULS. This study also demonstrated that students using the IULS…
Descriptors: Heritage Education, Cultural Background, Electronic Learning, Educational Technology
Lee, Hsin-Yu; Cheng, Yu-Ping; Wang, Wei-Sheng; Lin, Chia-Ju; Huang, Yueh-Min – Journal of Educational Computing Research, 2023
Given the inadequacy of assessed outcomes (e.g., final exam) and the importance of evaluating the learning process in STEM education, we use deep learning to develop the STEM learning behavior analysis system (SLBAS) to assess the behavior of learners in STEM education. We map learner behavior to the ICAP (interactive, constructive, active,…
Descriptors: Learning Processes, Instructional Effectiveness, STEM Education, Student Behavior
Wu, Yun-Wu; Lin, Yu-An; Wen, Ming-Hui; Perng, Yeng-Hong; Hsu, I-Ting – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The major purpose of this study is to develop an architectural design knowledge management learning system with corresponding learning activities to help the students have meaningful learning and improve their design capability in their learning process. Firstly, the system can help the students to obtain and share useful knowledge. Secondly,…
Descriptors: Building Design, Knowledge Management, Foreign Countries, Integrated Learning Systems
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
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
Lin, Lu-Fang – Journal of Educational Computing Research, 2018
This study incorporated the problem-based learning (PBL) approach into a web-based English reading course. The purpose of the study was to examine the impact of PBL on the participants' English reading comprehension (RC) and to explore the participants' perceptions of PBL. The present study conducted a comparison of two teaching methods. Two…
Descriptors: Teaching Methods, Problem Based Learning, Web Based Instruction, English (Second Language)
Sun, Jerry Chih-Yuan; Lin, Che-Tsun; Chou, Chien – International Review of Research in Open and Distributed Learning, 2018
This study aims to apply a sequential analysis to explore the effect of learning motivation on online reading behavioral patterns. The study's participants consisted of 160 graduate students who were classified into three group types: low reading duration with low motivation, low reading duration with high motivation, and high reading duration…
Descriptors: Student Motivation, Student Behavior, Reading, Behavior Patterns
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
Kelsen, Brent; Flowers, Simeon – International Journal on E-Learning, 2018
Personality traits are believed to affect both learner ability and group dynamics and cohesion. Another central element influencing how individuals perform in group settings stems from their motivation to collaborate. This article explores the relationship between personality traits, motivation for collaboration and participation of university…
Descriptors: Foreign Countries, Personality Traits, Student Motivation, Cooperative Learning
Xue, Gong; Lingling, Liu – Advances in Language and Literary Studies, 2018
This paper first based on the theory of cooperative learning research. It analyses the characteristics and advantages of cooperative learning under the multimedia network environment. And then take China Three Gorges University and Taiwan I-Shou University English major students for example, using questionnaires and interviews to investigate the…
Descriptors: Comparative Analysis, Cooperative Learning, Cognitive Style, Feedback (Response)
Yang, Jie Chi; Quadir, Benazir – Educational Technology & Society, 2018
The great value of applying digital games in language learning has been highlighted. However, there has been a lack of attention paid to the effects of prior knowledge in a contextual game-based language learning environment. To this end, this study developed an MMORPG-based educational game to facilitate English learning, aiming at investigating…
Descriptors: Prior Learning, Anxiety, Computer Games, Second Language Learning
Wei, Chun-Wang; Kao, Hao-Yun; Lu, Hsin-Hsien; Liu, Yi Chun – Educational Technology & Society, 2018
English vocabulary is the foundation of English learning. According to information processing theory, recitation helps learners remember and understand English terminology. However, this type of exercise may lead to boredom, anxiety, difficulty concentrating, and other negative effects. This study proposes the integration of competitive gaming…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Vocabulary Development
Shang, Hui-Fang – Educational Technology & Society, 2016
This study examined the effect of online metacognitive strategies, hypermedia annotations, and motivation on reading comprehension in a Taiwanese hypertext environment. A path analysis model was proposed based on the assumption that if English as a foreign language learners frequently use online metacognitive strategies and hypermedia annotations,…
Descriptors: Foreign Countries, Metacognition, Learning Strategies, Hypermedia