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Sun, Chunmei; Hwang, Gwo-Jen; Yin, Zhaoyi; Wang, Zhonghou; Wang, Zhuo – Journal of Computer Assisted Learning, 2023
Background: Social annotation (SA) allows users to collaboratively highlight important texts, make comments and discuss with each other on the same online document. This would not only accelerate and deepen learners' cognitive understanding of information, but also help build a sense of rapport, which is critical especially because of the…
Descriptors: Trend Analysis, Computer Mediated Communication, Cooperative Learning, Documentation
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Zhang, Di; Hwang, Gwo-Jen – Journal of Educational Computing Research, 2023
Project-based learning (PBL) aims to foster students' problem-solving ability and collaboration by engaging them in completing a project in teams. Researchers have indicated the importance of guiding students to make comparisons and reflection during the process of project-based learning. Therefore, the present research proposed a peer…
Descriptors: Student Projects, Active Learning, Peer Evaluation, Problem Solving
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Fang, Jian-Wen; Chang, Shao-Chen; Hwang, Gwo-Jen; Yang, Gang – Educational Technology Research and Development, 2021
The competences of making good use of digital information and technology as well as making critical judgments and communicating with others have been considered as important educational objectives, in particular, for teacher education. Peer assessment is a frequently adopted learning strategy to assist students in rating and offering instant…
Descriptors: Electronic Learning, Cooperative Learning, Peer Evaluation, Feedback (Response)
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Hwang, Gwo-Jen; Chang, Shao-Chen; Song, Yanjie; Hsieh, Min-Chuan – Journal of Computer Assisted Learning, 2021
Scholars have suggested that flipped learning can be enhanced by designing effective in-class learning activities to improve students' higher order thinking skills. Problem posing has been recognized as such a learning strategy that has great potential for improving students' higher order thinking skills. However, it has been reported as a…
Descriptors: Flipped Classroom, Educational Environment, Electronic Learning, Concept Mapping
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Tu, Yun-Fang; Hwang, Gwo-Jen – Interactive Learning Environments, 2020
Based on the Technology-based Learning model, the present study reviews the published papers on mobile technologies in Hospitality, Leisure, Sport and Tourism (HLST) education in the Scopus database from 2002 to 2017. Various dimensions, including application domains, research issues, research sample groups, research methods, adopted technologies,…
Descriptors: Educational Trends, Electronic Learning, Hospitality Occupations, Leisure Education
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Chiang, Tosti H. C.; Yang, Stephen J. H.; Hwang, Gwo-Jen – Educational Technology & Society, 2014
In this study, an augmented reality-based mobile learning system is proposed for conducting inquiry-based learning activities. An experiment has been conducted to examine the effectiveness of the proposed approach in terms of learning achievements and motivations. The subjects were 57 fourth graders from two classes taught by the same teacher in…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Academic Achievement
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Wu, Chih-Hsiang; Hwang, Gwo-Jen; Kuo, Fan-Ray – Australasian Journal of Educational Technology, 2014
Researchers have found that students might get lost or feel frustrated while searching for information on the Internet to deal with complex problems without real-time guidance or supports. To address this issue, a web-based collaborative learning system, Collab-Analyzer, is proposed in this paper. It is not only equipped with a collaborative…
Descriptors: Cooperative Learning, Web Based Instruction, Information Seeking, Internet
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Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities