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Lin, Yi-Chun; Lin, Yen-Ting; Huang, Yueh-Min – Computers & Education, 2011
Students learn new instructions well by building on relevant prior knowledge, as it affects how instructors and students interact with the learning materials. Moreover, studies have found that good prior knowledge can enable students to attain better learning motivation, comprehension, and performance. This suggests it is important to assist…
Descriptors: Expertise, Instructional Design, Test Results, Testing
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Yang, Ya-Ting Carolyn – Computers & Education, 2012
This study investigates the effectiveness digital game-based learning (DGBL) on students' problem solving, learning motivation, and academic achievement. In order to provide substantive empirical evidence, a quasi-experimental design was implemented over the course of a full semester (23 weeks). Two ninth-grade Civics and Society classes, with a…
Descriptors: Grade 9, Civics, Academic Achievement, Learning Motivation
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Yang, Ya-Ting C.; Wu, Wan-Chi I. – Computers & Education, 2012
The purpose of this study was to explore the impact of Digital storytelling (DST) on the academic achievement, critical thinking, and learning motivation of senior high school students learning English as a foreign language. The one-year study adopted a pretest and posttest quasi-experimental design involving 110 10th grade students in two English…
Descriptors: Experimental Groups, Quasiexperimental Design, Academic Achievement, Predictor Variables
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Yang, Jie Chi; Chen, Chih Hung; Jeng, Ming Chang – Computers & Education, 2010
The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to…
Descriptors: Feedback (Response), Experimental Groups, Computer Simulation, Learning Motivation