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Shadiev, Rustam; Dang, Chuanwen – Education and Information Technologies, 2022
In today's globalized world, possessing an intercultural communicative competence is important. For this reason, technology-assisted intercultural learning programs are widely implemented in all academic levels. However, most scholars reviewed studies on intercultural learning that were carried out in language learning context. We argue that there…
Descriptors: Literature Reviews, Technology Integration, Technology Uses in Education, Multicultural Education
Lu, Kaili; Pang, Feng; Shadiev, Rustam – Journal of Computer Assisted Learning, 2023
Background: Inquiry-based learning is a salient instructional approach to cultivate students' higher order thinking skills (HOTS). With the presence and advancement of new technologies, their usage for inquiry learning in university context is increasingly ubiquitous. However, in most circumstances, college students cannot integrate technologies…
Descriptors: College Students, Technology Uses in Education, Teaching Methods, Thinking Skills
Shadiev, Rustam; Yang, Liuxin; Huang, Yueh Min – Journal of Research on Technology in Education, 2022
360-degree video is an emerging technology that creates virtually authentic learning environment. It has received considerable attention in the last few years. Nevertheless, not many scholars have reviewed research articles on this technology and its applications in education. This study intends to address this gap. To this end, fifty-two research…
Descriptors: Video Technology, Educational Research, Technology Uses in Education, Educational Environment
Wang, Wei; Wang, Wenjing; Shadiev, Rustam – Smart Learning Environments, 2022
To support trainings for static balance ability improvement, in this study, we developed a somatosensory-based feedback system (SFS) using Kinect technology. Three training tasks such as knees crouch, rotating upper body and rotating upper body with a ball in hands were designed according to the static balance ability training method. Forty-four…
Descriptors: Sensory Integration, Psychomotor Skills, Technology Uses in Education, Video Games
Kerimbayev, Nurassyl; Umirzakova, Zhanat; Shadiev, Rustam; Jotsov, Vladimir – Smart Learning Environments, 2023
A literature review was conducted to develop a clear understanding of the student-centered approach using modern technologies in distance learning. The study aimed to address four research questions: What research experience already exists in the field of the student-centered approach in distance learning? What modern technologies are used in…
Descriptors: Student Centered Learning, Technology Uses in Education, Distance Education, Electronic Learning
Shadiev, Rustam; Zhang, Zi Heng; Wu, Ting-Ting; Huang, Yueh Min – Educational Technology & Society, 2020
We reviewed studies on recognition technologies published in the last ten years. This review study was aimed toward identifying, appraising, selecting, and synthesizing all high quality research evidence published in the literature related to recognition technologies and on determining how they can assist learning and instruction. This study…
Descriptors: Pattern Recognition, Technology, Instruction, Learning
Lu, Kaili; Pang, Feng; Shadiev, Rustam – Education and Information Technologies, 2023
Asynchronous online learning has gained great popularity in higher education, especially due to the recent COVID-19 pandemic. However, few studies have investigated how to maintain students' continuous usage intention of asynchronous online courses in the context of higher education. This study incorporated four key factors (intrinsic motivation,…
Descriptors: Asynchronous Communication, Educational Technology, Technology Uses in Education, College Students
Shadiev, Rustam; Hwang, Wu-Yuin; Liu, Tzu-Yu – British Journal of Educational Technology, 2021
In this study, we designed a game-based English as a foreign language (EFL) learning activity for junior high school students for the application of newly learned knowledge to the real world. The learning activity was combined with physical exercises such as walking. Smartwatches were used to help students create learning content during the…
Descriptors: Cognitive Processes, English (Second Language), Second Language Learning, Handheld Devices
Hwang, Wu-Yuin; Zhao, Lixinin; Shadiev, Rustam; Lin, Li-Kai; Shih, Timothy K.; Chen, Hong-Ren – Educational Technology Research and Development, 2020
In this study, we designed geometry learning activities so that students could apply newly learned knowledge to solve real-life problems, such as estimating the distance to real objects they find in their local community, measuring objects' length, width, and height, and calculating objects' surface area. Our participating students were divided…
Descriptors: Geometry, Mathematics Instruction, Teaching Methods, Conventional Instruction
Huang, Yueh-Min; Shadiev, Rustam; Sun, Ai; Hwang, Wu-Yuin; Liu, Tzu-Yu – Educational Technology Research and Development, 2017
For this study the researchers designed learning activities to enhance students' high level cognitive processes. Students learned new information in a classroom setting and then applied and analyzed their new knowledge in familiar authentic contexts by taking pictures of objects found there, describing them, and sharing their homework with peers.…
Descriptors: Cognitive Processes, Learning Activities, Junior High School Students, Experimental Groups
Shadiev, Rustam; Hwang, Wu-Yuin; Liu, Tzu-Yu – Educational Technology & Society, 2018
We designed an English as a foreign language (EFL) learning activity supported by smart watches to combine EFL learning with physical exercise such as walking around the school community. We tested the feasibility of our approach to facilitate EFL learning and make it healthy and enjoyable through single subject experimental design. In addition,…
Descriptors: English (Second Language), Second Language Instruction, Educational Technology, Technology Uses in Education
Shadiev, Rustam; Hwang, Wu-Yuin; Huang, Yueh-Min – Computer Assisted Language Learning, 2017
We reviewed literature from 2007 to 2016 (March) on mobile language learning in authentic environments. We aimed to understand publications' trend, research focus, technology used, methodology, and current issues. Our results showed that there was increasing trend in the publications. Students' perceptions towards mobile learning technologies and…
Descriptors: Educational Technology, Telecommunications, Handheld Devices, Student Attitudes
Dong, Jian-Jie; Hwang, Wu-Yuin; Shadiev, Rustam; Chen, Ginn-Yein – Active Learning in Higher Education, 2017
In a big classroom, it is not easy for instructors to be aware of whether or not all students are engaged in the lecture and who has difficulty understanding learning content. One way in which the engagement between instructor/lecturer and students in the classroom is via technology designed to facilitate this. A computer system, making use of…
Descriptors: Lecture Method, Audience Response Systems, Handheld Devices, Learner Engagement
Shadiev, Rustam; Wu, Ting-Ting; Huang, Yueh-Min – Interactive Learning Environments, 2017
In this study, we provide STR-texts to non-native English speaking students during English lectures to facilitate learning, attention, and meditation. We carry out an experiment to test the feasibility of our approach. Our results show that the participants in the experimental group both outperform those in the control group on the post-tests and…
Descriptors: College Students, Second Language Learning, English (Second Language), Assistive Technology
Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu – Computer Assisted Language Learning, 2016
Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…
Descriptors: Telecommunications, Technology Uses in Education, Educational Games, Experimental Groups
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