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Showing 1 to 15 of 67 results Save | Export
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López-Vargas, Omar; Ibáñez-Ibáñez, Jaime; Racines-Prada, Oswaldo – Educational Technology & Society, 2017
The present research's objective is to examine the effects of metacognitive scaffolding and cognitive style in the Field Dependence-Independence (FDI) dimension on cognitive load (CL) and learning achievement (LA) in high school students, when they interact with a hypermedia environment on philosophy (logic). Fifty-four students belonging to two…
Descriptors: High School Students, Metacognition, Cognitive Style, Difficulty Level
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Chen, Zhi-Hong; Chen, Sherry Y.; Chien, Chih-Hao – Educational Technology & Society, 2017
Game-based learning comprises of a set of concrete scenarios, which can be presented with various presentation modalities (e.g., text, text with graphic, and context). Such presentation modalities disseminate information in different ways. On the other hand, cognitive styles affect how people process information. Accordingly, the study presented…
Descriptors: Foreign Countries, Undergraduate Students, Student Attitudes, Educational Games
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Cheng, Tsung-Sheng; Lu, Yu-Chun; Yang, Chu-Sing – Educational Technology & Society, 2015
Multimedia plays a vital role in both learning systems and the actual education process. However, currently used presentation software is often not optimized and generates a great deal of clutter on the screen. Furthermore, there is often insufficient space on a single display, leading to the division of content. These limitations generally…
Descriptors: Cognitive Processes, Difficulty Level, Multimedia Instruction, Visual Aids
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Ma, Ning; Xin, Shuang; Du, Jia-Yuan – Educational Technology & Society, 2018
Personalized learning based on learning analytics has become increasingly important for teachers' development via providing adaptive contents and strategies for teachers by identifying their questions and needs. Currently, most studies on teachers' professional development focus on pre-service teachers, and studies on teachers' personalized…
Descriptors: Coaching (Performance), Faculty Development, Inservice Teacher Education, Experimental Groups
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Wang, Xiao-Ming; Hwang, Gwo-Jen; Liang, Zi-Yun; Wang, Hsiu-Ying – Educational Technology & Society, 2017
It has become an important and challenging issue to foster students' concepts and skills of computer programming. Scholars believe that programming training could promote students' higher order thinking performance; however, many school teachers have reported the difficulty of teaching programming courses. Although several previous studies have…
Descriptors: Programming, Critical Thinking, Student Attitudes, Foreign Countries
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Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
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Padrón-Rivera, Gustavo; Rebolledo-Mendez, Genaro; Parra, Pilar Pozos; Huerta-Pacheco, N. Sofia – Educational Technology & Society, 2016
Affect is an important element of the learning process both in the classroom and with educational technology. This paper presents analyses in relation to the identification of Action Units (AUs) related to affective states and their impact on learning with a tutoring system. To assess affect, a tool was devised to identify AUs on pictures of human…
Descriptors: Intelligent Tutoring Systems, Mathematics Instruction, Secondary School Mathematics, Foreign Countries
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Su, Yen-Ning; Kao, Chih-Chien; Hsu, Chia-Cheng; Pan, Lu-Chun; Cheng, Shu-Chen; Huang, Yueh-Min – Educational Technology & Society, 2017
Some music has been proved effectively to mitigate anxiety, beneficial to reading. However, little was known on its influence of reading behaviors and outcomes. Thanks to the advance of e-book technology, it becomes possible to track reading rate and outcomes in a real-time manner by the underlying mobile devices. This study intends to examine the…
Descriptors: Classical Music, Anxiety, Reading, Electronic Publishing
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Yükseltürk, Erman; Altiok, Serhat; Baser, Zeynep – Educational Technology & Society, 2018
The present study investigates the effects of game-based language learning with Kinect technology on students' self-efficacy beliefs and attitudes toward English. The study was conducted at a state university located in Central Turkey. Foreign language education is promoted in Turkey, yet because of several factors, among which weekly hours of…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
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Hwang, Gwo-Jen; Tu, Nien-Ting; Wang, Xiao-Ming – Educational Technology & Society, 2018
With the rapid progress of technology, the popularity of tablet computers and the development of e-book applications have brought the use of e-books as a learning tool under the spotlight. In the meantime, the aim of school education lies not only in providing students with knowledge but also in encouraging them to construct knowledge actively.…
Descriptors: Electronic Publishing, Books, Feedback (Response), Pretests Posttests
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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
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Hwang, Wu-Yuin; Chen, Hong-Ren; Chen, Nian-Shing; Lin, Li-Kai; Chen, Jin-Wen – Educational Technology & Society, 2018
Education research has shown that reflective study can efficiently enhance learning, and the acquisition of knowledge and skills from real-life situations has become a focus of interest for scholars. The knowledge-learning model based on verbal instruction, used in traditional classrooms, does not make use of real-life situations that encourage…
Descriptors: Foreign Countries, Learning Processes, Context Effect, Reflection
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Chen, Zhi-Hong; Lee, Shu-Yu – Educational Technology & Society, 2018
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
Descriptors: Educational Games, Young Children, Elementary School Students, Grade 4
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Wen, Yun – Educational Technology & Society, 2018
This paper discusses the design of a digital Chinese character composition game with the paper-interface named as ARC (Augmented Reality-based Chinese Characters) and its implementation in a Singapore primary school. The ARC game is designed to help beginning Chinese as second language (L2) learners to develop Chinese orthographic knowledge and…
Descriptors: Second Language Learning, Chinese, Educational Games, Writing (Composition)
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Hwang, Gwo-Jen; Lai, Chiu-Lin – Educational Technology & Society, 2017
Flipped learning is a well-recognized learning mode that reverses the traditional in-class instruction arrangement by delivering learning content outside of the classroom and engaging students in more activities in class. However, it remains a challenge for students to comprehend the learning material by themselves, particularly when learning…
Descriptors: Blended Learning, Educational Technology, Technology Uses in Education, Video Technology
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