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Wu, Ting-Ting; Liu, Wei-Shan – Educational Technology & Society, 2022
Innovation in the design of curricula is widely discussed. Innovative curricula expose students to a diverse range of learning environments and prompt them to ask questions, stimulating their creativity and allowing them to develop a sense of initiative and to hone their problem-solving skills and ability to apply knowledge to practice. The…
Descriptors: Instructional Effectiveness, Toys, Authentic Learning, Creative Thinking
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Uun Hariyanti; Wu-Yuin Hwang; Rio Nurtantyana; Herman Dwi Surjono; Irma Nuur Rochmah; Anh Hoang; Muhammad Irfan Luthfi; Muhamad Trio Maulana Putra – Interactive Learning Environments, 2024
Authentic contextual learning (ACL) with mobile apps near home became prevalent and promising due to the COVID-19 pandemic since students were asked to learn near home without going to school. However, learning with mobile apps may cause problematic issues, such as anxiety and acceptance of either students or parents. This study aims to…
Descriptors: Anxiety, Telecommunications, Handheld Devices, Computer Oriented Programs
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Jie Fang; Fong Peng Chew; Mohd Shahril Nizam Shaharom – Knowledge Management & E-Learning, 2024
Although Chinese has become one of the most influential second/foreign languages in the world, teaching Chinese as a foreign/second language (CSL/CFL) abroad faces great challenges. M-learning and mobile-assisted language learning (MALL) display great advantages to facilitate second language learning, including CSL/CFL. However, most research was…
Descriptors: Electronic Learning, Study Abroad, Second Language Instruction, Barriers
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Liu, Yi-Fan; Hwang, Wu-Yuin; Liu, Zi-Yan – Journal of Educational Computing Research, 2021
Teaching English in a classroom setting where EFL learners were usually sitting at desks and doing English learning tasks using paper and pencil is inefficient. It has considerable potential problems that could lead to students learning in a passive state. More specifically, the teaching materials are inconsistent with students' authentic…
Descriptors: Electronic Learning, Handheld Devices, Dramatic Play, Authentic Learning
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Hwang, Wu-Yuin; Utami, Ika Qutsiati; Purba, Siska Wati Dewi; Chen, Holly S. L. – IEEE Transactions on Learning Technologies, 2020
This paper aimed to investigate the effect of a mobile app on mathematics learning in authentic contexts. Authentic contexts contain rich resources wherein students can use authentic objects as aid in advanced educational technology-assisted mathematics learning. We designed Ubiquitous-Fraction (U-Fraction), a mobile application that helps…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Web Based Instruction
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Hwang, Wu-Yuin; Hariyanti, Uun; Abdillah, Yan Amal; Chen, Holly S. L. – Educational Technology & Society, 2021
Geometry is essential for mathematics learning given that it is strongly related to our surroundings; however, few studies concentrated on using geometry in our daily life, especially using mobile devices with their sensors. Thus, this study proposed one app, Ubiquitous Geometry (UG), and explored its effects on learning angles and polygons in…
Descriptors: Geometry, Mathematics Instruction, Computer Oriented Programs, Educational Technology
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Hwang, Wu-Yuin; Purba, Siska Wati Dewi; Liu, Yi-Fan; Zhang, Yun-Yuan; Chen, Nian-Shing – IEEE Transactions on Learning Technologies, 2019
Geometry students have few opportunities to apply geometric concepts and solve geometry problems in authentic contexts. We developed a Ubiquitous Geometry (UG) system to teach geometry to elementary students by using it to measure common objects in authentic contexts. The instant study investigates the effects of UG on student geometry estimation…
Descriptors: Geometry, Geometric Concepts, Comparative Analysis, Problem Solving