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Lu, Yichen; Berg, D. Ryan – International Journal of Educational Methodology, 2019
There has been an increased interest in L2 learners' motivation and autonomy over the past several decades, and both variables are recognized as characteristics of successful language learners. The L2 motivational self system (L2MSS) is a recent approach to L2 motivation research that sheds light on many aspects of a language learners' self.…
Descriptors: College Students, Second Language Learning, Learning Motivation, Correlation
Sung, Han-Yu; Hwang, Gwo-Jen; Chen, Shan-Feng – Interactive Learning Environments, 2019
Owing to the popularity of tablet computers and smart phones, e-books have become an important medium for both formal and informal learning. However, conventional e-books are mainly designed to provide information in the form of multimedia, implying that students spend most of their time memorizing and comprehending what they read from e-books,…
Descriptors: Problem Based Learning, Problem Solving, Electronic Publishing, Books
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
Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Huang, Yi-Ching; Huang, Hsin-Yi Cyndi – English Language Teaching, 2019
Simulation technique could be effective if it is cleverly manipulated and incorporated in a project-based learning context. This current study aims to explore students' learning experience in a project-based simulated business context. The participants were 51 second and third year students who took Business English as an elective course at a…
Descriptors: Business English, English (Second Language), Second Language Learning, Second Language Instruction
Kacetl, Jaroslav; Klímová, Blanka – Education Sciences, 2019
At present, hardly any younger person can imagine life without mobile technologies. They use them on a daily basis, including in language learning. Such learning supported with mobile devices is called mobile learning, which seems beneficial especially thanks to the unique features of mobile applications (e.g., interactivity, ubiquity, and…
Descriptors: Foreign Countries, Technology Uses in Education, Handheld Devices, Computer Oriented Programs
Cheng, Kun-Hung – Australasian Journal of Educational Technology, 2017
Since augmented reality (AR) has been increasingly applied in education recently, the investigation of students' learning experiences with AR could be helpful for educators to implement AR learning. With a quantitative survey using three questionnaires, this study explored the relationships among 153 students' perceived cognitive load, motivation,…
Descriptors: Cognitive Processes, Difficulty Level, Learning Experience, Statistical Analysis
Wu, Ting-Ting – Journal of Computer Assisted Learning, 2018
Memorizing English vocabulary is often considered uninteresting, and a lack of motivation exists during learning activities. Moreover, most vocabulary practice systems automatically select words from articles and do not provide integrated model methods for students. Therefore, this study constructed a mobile game-based English vocabulary practice…
Descriptors: Vocabulary Development, Learning Motivation, Telecommunications, Handheld Devices
Tsai, Chia-Wen; Shen, Pei-Di; Chiang, I-Chun; Chen, Wen-Yu; Chen, Yi-Fen – Interactive Learning Environments, 2018
The application of online learning and educational technologies in higher education has changed teaching methods, the channels of delivering learning materials, and modes of communication between teachers and students. This study is aimed to improve learning effects and investigate, via quasi-experiments, the effects of web-mediated…
Descriptors: Foreign Countries, Undergraduate Students, Web Based Instruction, Cooperative Learning
Li, Jie-Yi; Shieh, Chich-Jen – EURASIA Journal of Mathematics, Science & Technology Education, 2016
In such an era when the value is constantly restructured and information is rapidly changed, education reform should cater for new challenges. The role and function of teachers is encountering a new change. Coping with current information generation, people with high self-efficacy of selecting and mastering large amount of information and higher…
Descriptors: Goal Orientation, Learning Motivation, Faculty Development, Questionnaires
Huang, Hung-Tzu – Taiwan Journal of TESOL, 2017
The present study investigated how self-related English learning motivation among Taiwanese adolescent learners differs between students who only receive English instruction in formal schooling and those who have additional private tutoring. A total of 1,698 teenage English learners in public secondary schools across Taiwan completed a…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Tutoring
Wang, Hsin-Hui; Chen, Hsiang-Ting; Lin, Huann-Shyang; Hong, Zuway-R – Higher Education Research and Development, 2017
This quasi-experimental study examined the effects of a self-reflection intervention on college (college in this article refers to university-level education) students' positive thinking, learning motivation and self-regulation in Taiwan. One hundred and two college students were selected to participate in an 18-week intervention forming the…
Descriptors: College Students, Learning Motivation, Quasiexperimental Design, Foreign Countries
Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
Su, Chung-Ho – EURASIA Journal of Mathematics, Science & Technology Education, 2017
The advancement of mobile game-based learning has encouraged many related studies, which has enabled students to learn more and faster. To enhance the clinical path of cardiac catheterization learning, this paper has developed a mobile 3D-CCGBLS (3D Cardiac Catheterization Game-Based Learning System) with a learning assessment for cardiac…
Descriptors: Educational Games, Handheld Devices, Telecommunications, Technology Uses in Education
Tu, Jui-Che; Chiang, Yu-Hsien – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The research is now an instructor in the department of animation in a college, discovering that students can not pay attention to their study and lack of motivation to learn. Therefore, the research motivation is how to restore students' learning motivation and have them plunge into course learning. The study aimed to develop "design strategy…
Descriptors: Animation, Computer Software, Learning Motivation, Student Motivation