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Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu – International Journal of Distance Education Technologies, 2016
With the advance of mobile technology, mobile devices have become more portable and powerful with numerous useful tools in daily life. Thus, mobile learning has been widely involved in e-learning studies. Many studies point out that it is important to integrate both pedagogical and technical strengths of mobile technology into learning settings.…
Descriptors: Foreign Countries, Higher Education, College Students, Handheld Devices
Chou, Shyan-Bin; Chou, Huey-Wen; Chen, Yui-Liang – Creativity Research Journal, 2013
There are important research issues surrounding the best methods for evaluating creativity of animation. This study proposed an approach to evaluate the creativity of short animation by adopting Linkography. This article reported the results of two experiments performed to test this approach. In study 1, participants identified as impressive a set…
Descriptors: Scientific Concepts, Creativity, Animation, Experiments
Chou, Jyh Rong – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Descriptors: Computer Peripherals, Computer Uses in Education, Handheld Devices, Educational Technology
Yang, Jie Chi; Quadir, Benazir; Chen, Nian-Shing – Journal of Educational Computing Research, 2016
A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals' self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users' self-efficacy in the subject domain of…
Descriptors: Self Efficacy, Second Language Learning, English (Second Language), Quasiexperimental Design
Chiu, Chiung-Hui; Cheng, Hsiao-Wei; Wu, Chiu-Yi – Journal of Educational Research, 2016
The authors examined whether applying questioning review better enhances elementary level students' learning from technology-enhanced coediting-based note taking than does traditional reading review. A nonequivalent comparison group quasi-experimental design was implemented and replicated on four independent units. Two sixth grade elementary…
Descriptors: Reading, Reading Instruction, Reading Strategies, Elementary School Students
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
Wang, Shu-Lin; Chen, Chia-Chen; Zhang, Zhe George – Australasian Journal of Educational Technology, 2015
Recent developments in mobile and wireless communication technologies have played a vital role in building the u-learning environment that now combines both real-world and digital learning resources. However, learners still require assistance to control real objects and manage the abundance of available materials; otherwise, their mental workload…
Descriptors: Electronic Learning, Educational Technology, Technology Uses in Education, Museums
Tai, Hung-Cheng – English Language Teaching, 2016
This study explored the effects of collaborative writing instruction on undergraduate nursing students' writing performance and self-efficacy beliefs within an online learning system. A single-group experimental study utilized two instruments, the NCEEC (National College Entrance Examination Center) writing grading criteria (the SRCT) and a…
Descriptors: Cooperative Learning, Electronic Learning, Foreign Countries, English (Second Language)
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
Chang, Chih-Kai – Journal of Educational Computing Research, 2014
Scratch, a visual programming language, was used in many studies in computer science education. Most of them reported positive results by integrating Scratch into K-12 computer courses. However, the object-oriented concept, one of the important computational thinking skills, is not represented well in Scratch. Alice, another visual programming…
Descriptors: Foreign Countries, College Freshmen, Information Technology, Computer Science Education
Wang, Tzone-I.; Su, Chien-Yuan; Hsieh, Tung-Cheng – Computers & Education, 2011
Assessments, embedded with teachers' implicit (i.e. tacit) domain knowledge, play an important role in evaluating "comprehension of a subject". The knowledge on the importance of both the concepts and their relationships of a subject, if captured, made explicit, and shared around, may greatly help teachers construct more effective…
Descriptors: Natural Sciences, Foreign Countries, Grade 3, Methods
Hwang, Gwo-Haur; Chu, Hui-Chun; Chen, Beyin; Cheng, Zheng Shan – International Journal of Distance Education Technologies, 2014
The rapid progress of wireless communication, sensing, and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. It can be viewed as a new learning style which has been called context-aware ubiquitous learning. Most context-aware ubiquitous learning…
Descriptors: Web 2.0 Technologies, Electronic Learning, Educational Technology, Experiential Learning
Lin, Huann-shyang; Hong, Zuway-R; Chen, Ya-Chun – International Journal of Science Education, 2013
This quasi-experimental study explores how student cumulative situational interest, short-term preference generated by particular conditions such as novel experiences can be developed into better individual interest, an enduring predisposition to engage in certain activity such as chemistry lessons. A continuous intervention of integrating novelty…
Descriptors: Quasiexperimental Design, Aesthetics, Science Education, Student Interests
Chen, Zhi-Hong; Liao, Calvin C. Y.; Cheng, Hercy N. H.; Yeh, Charles Y. C.; Chan, Tak-Wai – Educational Technology & Society, 2012
As a medium for learning, digital games provide promising possibilities to motivate and engage students in subject learning. In this study, a game-based learning system, My-Pet-My-Quest, is developed to support pupils' math learning. This is due to the fact that most students in Taiwan have relatively lower positive attitude towards math learning,…
Descriptors: Academic Achievement, Goal Orientation, Students, Foreign Countries
Chen, Gwo-Dong; Lee, Jih-Hsien; Wang, Chin-Yeh; Chao, Po-Yao; Li, Liang-Yi; Lee, Tzung-Yi – Educational Technology & Society, 2012
Animated pedagogical agents with characteristics such as facial expressions, gestures, and human emotions, under an interactive user interface are attractive to students and have high potential to promote students' learning. This study proposes a convenient method to add an embodied empathic avatar into a computer-aided learning program; learners…
Descriptors: Computer Assisted Instruction, Empathy, Nonverbal Communication, Reading
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