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Ka-Yan Fung; Kwong-Chiu Fung; Tze Leung Rick Lui; Kuen-Fung Sin; Lik-Hang Lee; Huamin Qu; Shenghui Song – IEEE Transactions on Learning Technologies, 2025
Mastering the visually complex characters of the Chinese language poses significant challenges for students. The situation is even worse in Hong Kong, where students with different backgrounds, including students with/without dyslexia and non-Chinese speaking (NCS) students, are placed in the same class. Interactive design has been proven…
Descriptors: Foreign Countries, Learning Motivation, Native Language Instruction, Mandarin Chinese
Reyssier, Stephanie; Hallifax, Stuart; Serna, Audrey; Marty, Jean-Charles; Simonian, Stephane; Lavoue, Elise – IEEE Transactions on Learning Technologies, 2022
Several studies have been conducted in recent years into the effects of gamification on learner motivation. However, little is known about how learner profiles affect the impact of specific game elements. This article analyzes the effect of a gamified mathematic learning environment on the motivation and the motivated behaviors of 258 learners in…
Descriptors: Game Based Learning, Learning Motivation, Profiles, Mathematics Education
Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – IEEE Transactions on Learning Technologies, 2020
In most cultural heritage courses, students physically visit several renowned heritage sites for educational purposes. However, because of time and manpower limitations, many teachers use traditional outdoor instruction methods to transmit vital information regarding these sites and buildings. This approach could result in students merely…
Descriptors: Cultural Education, Historic Sites, Outdoor Education, Computer Simulation
Ruipérez-Valiente, Jose A.; Muñoz-Merino, Pedro J.; Kloos, Carlos Delgado; Niemann, Katja; Scheffel, Maren; Wolpers, Martin – IEEE Transactions on Learning Technologies, 2016
Self-regulated learning (SRL) environments provide students with activities to improve their learning (e.g., by solving exercises), but they might also provide optional activities (e.g., changing an avatar image or setting goals) where students can decide whether they would like to use or do them and how. Few works have dealt with the use of…
Descriptors: Metacognition, Learning Processes, Case Studies, Learning Activities