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Yu-Fen Yang; Wen-Min Hsieh; Wing-Kwong Wong; Yi-Chun Hong; Siao-Cing Lai – Computer Assisted Language Learning, 2024
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as a Foreign Language (EFL) learning. This study thus developed an online simulation game to create a virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their English vocabulary learning. A total of…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Second Language Instruction
Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
Lin, Cheng-Ta – Turkish Online Journal of Educational Technology - TOJET, 2023
A purposive sampling was conducted with 109 students from Anding elementary school, Taiwan. First, we found perceived ease of learning, enjoyment, self-efficacy, social interaction and learning attitude have significant differences between integrated teaching approach and Spoon-feeding instruction in this study. Second, the research framework has…
Descriptors: Computer Assisted Instruction, Elementary School Students, Difficulty Level, Student Attitudes
Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
Chen, Yen Tzu; Liu, Che-Hung; Lee, Chih Yu – Education Quarterly Reviews, 2021
This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing…
Descriptors: Game Based Learning, Computer Games, Computer Science Education, STEM Education
Grace Hui Chin Lin – Online Submission, 2024
This research was conducted in a National University of western part in Taiwan. It guided students to select language learning games of language learning (Amur et al. (2024; Huang & Liaw, 2021; Srinivasan & Reddy 2023) on Facebook or other websites to improve English Language proficiencies in listening, speaking reading and writing. Below…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Artificial Intelligence
Cheng, Ching-Hsue; Chen, Chung-Hsi – Computer Assisted Language Learning, 2022
Many scholars have highlighted the importance of motivation and anxiety in language learning. They have also indicated the advantages of integrating learning content into a mobile-assisted English learning system environment. Meanwhile, a few studies have explored the impacts of a mobile-assisted English learning system on the motivation and…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Student Attitudes
Chang, Chi-Cheng; Warden, Clyde A.; Liang, Chaoyun; Lin, Guan-You – Australasian Journal of Educational Technology, 2018
The purpose of this study was to examine differences in learning achievement, flow, and overall cognitive load between digital game-based learning (DGBL) and traditional computer-based learning (CBL). This study was conducted with 103 Taiwan college students: 50 college students in the experimental group used DGBL; 53 students in the control group…
Descriptors: Computer Games, College Students, Academic Achievement, Foreign Countries
Lin, Grace Hui Chin – Online Submission, 2020
This research was aimed at investigating the pedagogical roles of computer games (Hao et al, 2019, Chen & Hsu, 2019). It explored the impact of computer "mixed with language" (White et al, 2019) training, using simulation games, upon language acquisition and diverse daily-life knowledge. In a teacher preparation university of western…
Descriptors: Game Based Learning, Teaching Methods, Computer Games, Training
Beck, Dennis – Journal of Educational Computing Research, 2019
This Special Issue contains some substantially expanded versions of conference papers that were originally presented at the Immersive Learning Research Network's (iLRN) 2018 conference, along with others outside of the conference. iLRN is an international organization of developers, educators, and research professionals collaborating to develop…
Descriptors: Computer Simulation, Teaching Methods, Intellectual Disciplines, Computer Games
Lan, Yu-Ju; Liao, Chia-Ying – Innovation in Language Learning and Teaching, 2018
The study aimed at enhancing Chinese as a second language (CSL) students' listening comprehension by using authentic contexts in Second Life (SL). Twenty-seven CSL students from 4 countries participated in the 6-week study. A within-subject design was adopted to confirm the effects of 3D immersive experiences on CSL students' listening…
Descriptors: Listening Comprehension, Second Language Learning, Second Language Instruction, Interviews
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
Wang, Shwu-Huey; Wang, Hsiu-Yuan – Technology, Pedagogy and Education, 2017
Hospitality students are required to be able to address challenging cases or problems in the work environment. However, traditional lecture- or exam-based instruction leaves a gap between theory and practice. On the other hand, modern youth live and socialise in an increasingly digital environment, and one of their biggest pastimes is playing…
Descriptors: Hospitality Occupations, Tests, Teaching Methods, Problem Solving
Chen, Zhi-Hong; Chen, Howard Hao-Jan; Dai, Wan-Jhen – Educational Technology & Society, 2018
This paper describes a narrative-based design framework that organizes three narrative elements (i.e., storyline, character, and quest) to support a contextual game-based environment for language learning. Using this design framework, a PlanetAdventure system was developed to examine its feasibility and its effects on student language learning. A…
Descriptors: Second Language Learning, Case Studies, Second Language Instruction, English (Second Language)
Hsu, Chung-Yuan; Tsai, Chin-Chung; Wang, Hung-Yuan – Interactive Learning Environments, 2016
The purpose of this study was to examine the impacts of embedding collaboration into a game with a self-explanation design for supporting the acquisition of light and shadow concepts. The participants were 184 fourth graders who were randomly assigned to three conditions: a solitary mode of the game with self-explanation, a collaborative mode with…
Descriptors: Science Education, Scientific Concepts, Cooperative Learning, Grade 4