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Yu-Ju Lan; Mei-Feng Shih; Yu-Ting Hsiao – Educational Technology & Society, 2024
This study aimed to create a game as scaffolding in 3D virtual worlds to enhance linguistic communication skills (LCS) in children with attention deficit hyperactivity disorder (ADHD). Two ADHD children participated in the 17-week study. In 8 of the 17 weeks of the study, they logged in 3D virtual worlds to learn LCS through play twice a week, one…
Descriptors: Computer Games, Language Skills, Communication Skills, Attention Deficit Hyperactivity Disorder
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Khanh Nguyen Phuong Tran; Cathy Weng; Phuong Lan Tran-Nguyen; Nguyen-Phuong-Dung Tran; Nicholas O. Awuor – Journal of College Student Development, 2024
Community-oriented education has witnessed an increasing interest in online service-learning opportunities. Digital Learning Companion is an online service-learning project supported by Taiwan's Ministry of Education to give students experiential learning opportunities and practice social responsibility. As part of the initiative, 189 local and…
Descriptors: Foreign Countries, Community Education, Electronic Learning, Service Learning
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Katherine A. Kim; F. Selin Bagci; Anwell Ho – IEEE Transactions on Education, 2024
Contribution: This study provides an implementation of a partially flipped classroom with gamification aspects that has shown a statistically significant increase in student performance relative to traditional lecture. Background: Electronic Circuits is a challenging required course for first-year students in the Electrical Engineering degree…
Descriptors: Flipped Classroom, Gamification, Student Improvement, Academic Achievement
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Chang, Anna C. -S. – Reading Matrix: An International Online Journal, 2019
This study explored the effects of repeated oral reading practice on EFL learners' oral reading fluency development over a three-month period. The participants were 44 hospitality majors, divided into four different subgroups according to language proficiency (LP 1-4, in which 1 was the lowest and 4 the highest). To examine the changes of…
Descriptors: Drills (Practice), Oral Reading, Reading Fluency, English Language Learners
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Hong, Jon-Chao; Lin, Chien-hung; Tsai, Ya-hsun; Tai, Kai-Hsin – Language Learning Journal, 2023
This study explores the relationship between the experience of confusion and the outcomes of Chinese character learning by learners of Chinese as a heritage language (CHL). Based on the claim that impasses triggering confusion can lead to deeper learning of conceptually difficult material, the study employed three impasse-driven tasks. The tasks…
Descriptors: Chinese, Orthographic Symbols, Heritage Education, Native Language Instruction
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Chen, Hao-Jan Howard; Lai, Shu-Li; Lee, Ken-Yi; Yang, Christine Ting-Yu – Computer Assisted Language Learning, 2023
Knowledge of collocations is essential for English academic writing. However, there are few academic collocation referencing tools available and there is a pressing need to develop more. In this paper, we will introduce the ACOP (Academic Collocations and Phrases Search Engine), a newly developed corpus-based tool to search large academic corpora.…
Descriptors: Academic Language, English for Academic Purposes, Phrase Structure, Computational Linguistics
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Chen, Ming-Hsiu Mia; Tsai, Shih-Ting; Chang, Chi-Cheng – Education Sciences, 2019
This study explored the effects of scenario simulation games and e-textbooks on the learning outcomes of elementary school students. The study subjects were 60 primary school students classified into two groups: The experimental group was provided with scenario simulation course materials, and the control group received e-textbook materials. The…
Descriptors: Game Based Learning, Instructional Effectiveness, Elementary School Students, Elementary School Science
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Hwang, Wu-Yuin; Nguyen, Thi-Huyen; Pham, Xuan-Lam – Journal of Educational Computing Research, 2019
Learning and cognitive ability are necessarily connected. Learning occurs when people engage in a series of cognitive processes. In this study, we examined how English as a foreign language (EFL) learners' cognitive abilities diffuse (i.e., change) effectively from a basic level (i.e., Remember, Understand) to a more advanced level (i.e., Apply)…
Descriptors: Peer Teaching, Tutoring, Tutors, Second Language Instruction
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Bhagat, Kaushal Kumar; Liou, Wei-Kai; Michael Spector, J.; Chang, Chun-Yen – Interactive Learning Environments, 2019
Augmented reality (AR) is growing in popularity in teaching and learning due in part to powerful new technologies. What has yet to be well established is when and with which learners and learning tasks AR is an effective approach. Therefore, the aim of this study was to examine the effectiveness of using AR-based formative assessment for improving…
Descriptors: Formative Evaluation, Information Technology, Feedback (Response), Academic Achievement
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Chen, Zhi-Hong; Chen, Sherry Y.; Chien, Chih-Hao – Educational Technology & Society, 2017
Game-based learning comprises of a set of concrete scenarios, which can be presented with various presentation modalities (e.g., text, text with graphic, and context). Such presentation modalities disseminate information in different ways. On the other hand, cognitive styles affect how people process information. Accordingly, the study presented…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Educational Games
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Hung, Yu-ju – Assessment & Evaluation in Higher Education, 2019
Grounded on the notion of observational learning in social cognitive learning theory, this study evaluated the effectiveness of repeated self-assessment on English-as-a-foreign-language learners' oral performance and the perceptions of the students and the instructor of this practice. Ninety-seven students from three classes in a Taiwanese college…
Descriptors: Foreign Countries, College Students, College Second Language Programs, English (Second Language)
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Chou, Chin-Cheng – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Elementary school remedial teaching has been promoted for many years in Taiwan but it has primarily been aimed at Chinese and mathematics with little attention being paid to natural sciences. Due to the current shortage of natural science teachers, along with limitations in school budget and manpower, it is difficult to put natural science…
Descriptors: Foreign Countries, Computer Simulation, Video Technology, Audience Response Systems
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Chen, Yu-Li – Asia-Pacific Education Researcher, 2016
Virtual reality (VR) has brought about numerous alternative learning opportunities in the last decade, and with modern products such as Oculus Rift and other wearable Virtual Reality technologies being introduced into society, VR will promisingly continue to provide yet unseen opportunities in the next few decades and therefore is a technology…
Descriptors: Electronic Learning, Computer Simulation, Cognitive Development, Language Acquisition
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Hung, Yu-Wan; Higgins, Steve – Computer Assisted Language Learning, 2016
This study investigates the different learning opportunities enabled by text-based and video-based synchronous computer-mediated communication (SCMC) from an interactionist perspective. Six Chinese-speaking learners of English and six English-speaking learners of Chinese were paired up as tandem (reciprocal) learning dyads. Each dyad participated…
Descriptors: Communication Strategies, Synchronous Communication, Computer Mediated Communication, Second Language Learning
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Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang; Tu, Nien-Ting – Interactive Learning Environments, 2016
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive…
Descriptors: Foreign Countries, Simulated Environment, Educational Technology, Computer Games