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Hsu, Ting-Chia; Huang, Hsiu-Ling; Hwang, Gwo-Jen; Chen, Mu-Sheng – Educational Technology & Society, 2023
In traditional instruction, teachers generally deliver the content of textbooks to students via lectures, making teaching activities lack vibrancy. Moreover, in such a one-to-many teaching mode, the teacher is usually unable to check on individual students' learning status or to provide immediate feedback to resolve their learning problems.…
Descriptors: High School Students, Expertise, Decision Making, Artificial Intelligence
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Chang, Ching-Yi; Kuo, Shu-Yu; Hwang, Gwo-Haur – Educational Technology & Society, 2022
Conventional nursing courses have solely adopted lecture-based instruction for knowledge delivery, which tends to lack interaction, rehearsal, and personalized feedback. The development of chatbot technologies and their broad application have provided an opportunity to solve the abovementioned problems. Some knowledge-based chatbot systems have…
Descriptors: Computer Mediated Communication, Artificial Intelligence, Computer Assisted Instruction, Nursing Education
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Huang, Biyun; Jong, Morris Siu-Yung; Chai, Ching Sing – Educational Technology & Society, 2022
The COVID-19 pandemic has brought disruptions and constraints to K-12 STEM education, such as the shortened classroom time and the restrictions on classroom interactions. More empirical evidence is needed to inform educators and practitioners which strategies work and which do not in the pandemic context. In response to the call for more empirical…
Descriptors: Curriculum Development, Curriculum Implementation, Video Technology, Interdisciplinary Approach
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Sun-Lin, Hong-Zheng; Chiou, Guey-Fa – Educational Technology & Society, 2019
This study examined effects of gamified comparison on sixth graders' performance of algebra word problem solving and attitude toward algebra learning. Seventy-two sixth graders were invited to participate in a four-week experimental instruction and assigned to three groups: gamified comparison, comparison, and control. The results showed (1) a…
Descriptors: Grade 6, Algebra, Educational Games, Word Problems (Mathematics)
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Purba, Siska Wati Dewi; Hwang, Wu-Yuin; Pao, Shih-Chun; Ma, Zhao-Heng – Educational Technology & Society, 2019
This study developed a mobile app called Ubiquitous-Physics (U-Physics), which helps students explore inclined plane phenomena in authentic contexts and consolidates their physics learning in everyday contexts. The study investigated inquiry behaviors such as interpreting graphs, applying formulas, drawing conclusions, and peer sharing, and how…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Physics
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Huang, Hsu-Wen; King, Jung-Tai; Lee, Chia-Lin – Educational Technology & Society, 2020
Integrating education practices and measurements of brain activity has the potential to make learning more engaging and productive. Direct recordings of electrical activity in the brain provide important information about the complex dynamics of the cognitive processes and mental states that occur during learning, which can ultimately empower…
Descriptors: Educational Technology, Electronic Learning, Brain, Cognitive Processes
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Wu, Yi-Ju Ariel; Lan, Yu-Ju; Huang, Sin-Bao Paul; Lin, Yen-Ting R. – Educational Technology & Society, 2019
This study explores the effects of how collaborating in a virtual world (VW) enhanced learners' healthcare professional-patient communicative skills, including physician-patient and inter-professional communication in medical discourse. Through a quasi-experimental design case study, 47 Taiwanese Freshman English students from a College of…
Descriptors: Computer Simulation, Communication Skills, Interpersonal Communication, Medical Students
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Changhao Liang; Izumi Horikoshi; Rwitajit Majumdar; Brendan Flanagan; Hiroaki Ogata – Educational Technology & Society, 2023
Data-driven platforms with rich data and learning analytics applications provide immense opportunities to support collaborative learning such as algorithmic group formation systems based on learning logs. However, teachers can still get overwhelmed since they have to manually set the parameters to create groups and it takes time to understand the…
Descriptors: Automation, Grouping (Instructional Purposes), Groups, Student Characteristics
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Chai, Ching Sing; Lin, Pei-Yi; Jong, Morris Siu-Yung; Dai, Yun; Chiu, Thomas K. F.; Qin, Jianjun – Educational Technology & Society, 2021
Artificial Intelligence (AI) is increasingly popular, and educators are paying increasing attention to it. For students, learning AI helps them better cope with emerging societal, technological, and environmental challenges. This theory of planned behavior (TPB)-based study developed a survey questionnaire to measure behavioral intention to learn…
Descriptors: Foreign Countries, Educational Technology, Artificial Intelligence, Learning Motivation
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Sun, Yulong; Chang, Chun-Hao; Chiang, Feng-Kuang – Educational Technology & Society, 2022
Previous studies on the topic of "Problem solving" indicate it's one of the skills of students in the 21st century that educational robots can effectively support. Additionally, there are gender differences in the problem-solving process. Understanding the problem-solving process and using knowledge to solve problems is key to improving…
Descriptors: Grade 5, Problem Solving, Robotics, Engineering
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Sun, Daner; Looi, Chee-Kit; Yang, Yuqin; Sun, Jin – Educational Technology & Society, 2020
Guided by the Boundary Activity based Learning (BABL) principle, mobile technology-supported inquiry learning activities were implemented in a primary four science class in Hong Kong. An exploratory study was conducted to examine the effects of the BABL guided inquiry activities on students' learning performance and to explore how the key element,…
Descriptors: Active Learning, Learning Activities, Inquiry, Science Instruction
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Bartholomew, Scott R.; Reeve, Edward – Educational Technology & Society, 2018
Discussion surrounding the inclusion of mobile devices in K-12 classrooms has escalated since the early 2000s, and the literature base dedicated to mobile devices, mobile-learning, and e-learning has likewise grown. The majority of the research related to mobile devices and their inclusion in educational settings has largely revolved around…
Descriptors: Middle School Students, Student Attitudes, Handheld Devices, Technology Uses in Education
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Valenza, Matheus V.; Gasparini, Isabela; Hounsell, Marcelo da S. – Educational Technology & Society, 2019
Digital games can be used as allies to support and motivate the learning process. Many researchers focus their studies on the so-called Serious Games (SG), which are games whose primary objective is not solely entertainment. What happens, however, is that these games end up being far from children´s expectations, especially when compared to…
Descriptors: Educational Games, Instructional Design, Computer Games, Children
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Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
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Ellahi, Abida – Educational Technology & Society, 2018
The central objective of this study is to investigate the extent to which social networking sites can affect learning effectiveness, and to what amount this technology can be used as supplementary elements for existing pedagogy methods prevailing in a developing country. The study used a teaching case research method to investigate the effects of…
Descriptors: Social Networks, Social Media, Web Sites, Conventional Instruction
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