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Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Liu, Yuan-Chen; Huang, Tzu-Hua; Lin, I-Hsuan – Innovation in Language Learning and Teaching, 2023
The aim of this study is to use augmented reality and hands-on activity with phonics cubes to create an augmented reality English learning system named the Rolling Alphabet-AR System to investigate its impact on English learning, flow experience, and English self-efficacy for sixth graders. This study adopted quasi-experimental research on 114…
Descriptors: Alphabets, English (Second Language), Second Language Learning, Phonics
Sun, Koun Tem; Chen, Meng Hsun – International Journal of Information and Communication Technology Education, 2020
In this paper, the development of the MAR (mobile augmented reality) remedial teaching program is described. It allowed students to manipulate augmented objects through AURASMA app via internet and find leads to solve geometry problems regarding compound-cube-surface area. In order to foster students' spatial abilities, the program provided…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Elementary School Mathematics
Lin, Jing-Wen; Cheng, Tzu-Shan; Wang, Shian-Jang; Chung, Chen-Ting – International Journal of Science Education, 2020
Socioscientific issues (SSI) related teaching may positively influence students' scientific epistemological beliefs (SEB). However, research is limited about elementary school students and the methods of web search. This study aimed to investigate Taiwanese sixth-graders' SEB and the impact of different web searches' information positions…
Descriptors: Epistemology, Student Attitudes, Elementary School Students, Teaching Methods
Chen, Yu-ching – Journal of Educational Computing Research, 2019
Motivation and math anxiety are crucial in performance and satisfaction, and augmented reality (AR) may be a useful tool in enhancing these factors because it provides users with interesting visual experiences. Since related empirical research is limited in investigating the effects of using free mobile AR apps integrating Keller's ARCS…
Descriptors: Handheld Devices, Computer Simulation, Mathematics Anxiety, Visual Learning
Chen, Chia-Chen; Chen, Chien-Yi – Interactive Learning Environments, 2018
In recent years, mobile technology has been developing rapidly and has been widely used. There are many successful cases of mobile technology applied greatly in today's teaching and even combined with sensing devices to overcome the limitations of traditional learning environment. In order to make teaching more diversified, teachers currently…
Descriptors: Museums, Cognitive Style, Academic Achievement, Handheld Devices
Chang, Jui-Hung; Chiu, Po-Sheng; Huang, Yueh-Min – International Review of Research in Open and Distributed Learning, 2018
With the advances in mobile network technology, the use of portable devices and mobile networks for learning is not limited by time and space. Such use, in combination with appropriate learning strategies, can achieve a better effect. Despite the effectiveness of mobile learning, students' learning direction, progress, and achievement may differ.…
Descriptors: Archives, Telecommunications, Handheld Devices, Educational Technology
Liu, Chen-Chung; Lu, Kuan-Hsien; Wu, Leon Yufeng; Tsai, Chin-Chung – Educational Technology & Society, 2016
Many studies have pointed out the significant contrast between the creative nature of Web 2.0 learning activities and the structured learning in school. This study proposes an approach to leveraging Web 2.0 learning activities and classroom teaching to help students develop both specific knowledge and creativity based on Csikzentmihalyi's system…
Descriptors: Peer Evaluation, Creativity, Story Telling, Self Efficacy
Gao, Yuan; Liu, Tzu-Chien; Paas, Fred – Journal of Educational Psychology, 2016
This study compared the effects of effortless selection of target plants using quick respond (QR) code technology to effortful manual search and selection of target plants on learning about plants in a mobile device supported learning environment. In addition, it was investigated whether the effectiveness of the 2 selection methods was…
Descriptors: Plants (Botany), Technology Uses in Education, Educational Technology, Short Term Memory
Wang, Pei-Yu; Huang, Chung-Kai – Journal of Curriculum and Teaching, 2015
This study aims to explore the impact of learner grade, visual cueing, and control design on children's reading achievement of audio e-books with tablet computers. This research was a three-way factorial design where the first factor was learner grade (grade four and six), the second factor was e-book visual cueing (word-based, line-based, and…
Descriptors: Visual Stimuli, Visual Perception, Cues, Reading Achievement
Tai, Yaming – Educational Technology & Society, 2012
Mobile technologies have been successfully implemented in language learning, and have supported various innovative designs. However, many of these designs require considerable technical knowledge and support that are beyond the workload capacity of most language teachers. This paper discusses a study using an over-the-market mobile device combined…
Descriptors: Foreign Countries, Handheld Devices, Second Language Learning, Language Teachers
Hung, Hui-Chun; Young, Shelley Shwu-Ching; Lin, Chiu-Pin – Technology, Pedagogy and Education, 2015
How to close the achievement gap in the classroom so that no student is left behind becomes one of the most important issues nowadays. This study aims to construct a collaborative and competitive game-based learning environment to improve English proficiencies and reduce the achievement gap for disadvantaged students. The Wireless Crossword…
Descriptors: Foreign Countries, Achievement Gap, Cooperative Learning, Competition
Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
Hung, Pi-Hsia; Hwang, Gwo-Jen; Lin, Yu-Fen; Wu, Tsung-Hsun; Su, I-Hsiang – Educational Technology & Society, 2013
Mobile learning has been recommended for motivating students on field trips; nevertheless, owing to the complexity and the richness of the learning resources from both the real-world and the digital-world environments, information overload remains one of the major concerns. Most mobile learning designs provide feedback only for multiple choice…
Descriptors: Electronic Learning, Scaffolding (Teaching Technique), Worksheets, Inquiry
The Pitfalls of Mobile Devices in Learning: A Different View and Implications for Pedagogical Design
Ting, Yu-Liang – Journal of Educational Computing Research, 2012
Studies have been devoted to the design, implementation, and evaluation of mobile learning in practice. A common issue among students' responses toward this type of learning concerns the pitfalls of mobile devices, including small screen, limited input options, and low computational power. As a result, mobile devices are not always perceived by…
Descriptors: Foreign Countries, Electronic Learning, Telecommunications, Teaching Methods
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