Search results for author:"Gwo"
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National University of Tainan
Effects of ASQ-based flipped learning on nurse practitioner learners' nursing skills, learning achievement and learning perceptions
Computers & Education Vol. 139, No. 1 (October 2019) pp. 207–221
Training and examining healthcare practitioners' nursing skills by situating them in a contextualized environment to interact with trained simulated patients and making required decisions based on the collected information is a widely adopted...
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 1173–1181
In the design consideration of MIT Scratch, Resnick proposed REMIX idea and mechanism for inspiring innovation and to improve learning performance of computer programming. At the same time, learning through script writing and drama performing has...
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 1461–1470
The drama based learning in the classroom is that the teacher or students perform knowledge-related events in which actors live and perform in the scenario to the audience who are their classmates. They may perform in groups with different scripts....
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 294–301
By using online discussion platform, people can share and learn from each other, but it may have network bullying and low participation. To achieve benefit of using network discussion, the platform must become altruistic, that is, high participation,...
Mitigating the urban–rural educational gap in developing countries through mobile technology‐supported learning
British Journal of Educational Technology Vol. 50, No. 2 (March 2019) pp. 735–749
One form of educational inequality is the disparity that exists between urban and rural settings. Equal distribution of quality education is a challenge for developing countries due to the unavailability of resources. Various approaches to equal...
Effects of the use of interactive E‐books by intensive care unit patients' family members: Anxiety, learning performances and perceptions
British Journal of Educational Technology Vol. 50, No. 2 (March 2019) pp. 888–901
In an intensive care unit (ICU), patients' families play a very important role; however, they often lack medical knowledge and are extremely anxious, which could affect their ability to take care of the patients. The effects of giving conventional...
A review of experimental mobile learning research in 2010–2016 based on the activity theory framework
Computers & Education Vol. 129, No. 1 (February 2019) pp. 1–13
In this study, we systematically reviewed the experimental mobile learning studies published in 2010–2016. Moreover, the activity theory framework was adopted to investigate the insights and trends of mobile learning. That is, the dimensions of...
Computers & Education Vol. 126, No. 1 (November 2018) pp. 89–104
The continuing attention to the educational value of digital games highlights the need for more focused literature reviews in order to identify critical gaps and opportunities in domain-specific areas. The current study thus set out to provide a...
Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions
Computers & Education Vol. 125, No. 1 (October 2018) pp. 226–239
In recent years, flipped learning has received increasing emphasis; it engages students in deriving basic knowledge through instructional videos before the class, and hence more time is available for practicing, applying knowledge, or student...
Development and Analysis of an Enhanced Multi-Expert Knowledge Integration System for Designing Context-Aware Ubiquitous Learning Contents
International Journal of Distance Education Technologies Vol. 16, No. 4 (October 2018) pp. 31–53
This article describes how in context-aware ubiquitous learning environments, teachers must plan a theme and design learning contents to provide complete knowledge for students. Knowledge acquisition, which is an approach for helping people...
The preferred situational context scenario type for drama based learning experience in digital theater.
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 875–885
This research proposed a drama-based learning approach called Mini-Play which is based on Digital Interactive Learning Theater (DILT) system to help elementary school students to perform dramatically and improve their English as a foreign language ...
Topics: Augmented Reality
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 869–874
We introduce a new style of learning environment Digital Theater by using simple AR, VR and body motion capturing technologies. The Digital Theater enable teachers apply drama based learning in a conventional classroom. The students learn by...
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1269–1274
In situational learning, students use a situation as a clue for their thinking; thus, they can experience and learn knowledge in the situation. However, it is very difficult to establish diverse situations for students to experience in a common...
Trends in mobile technology-supported collaborative learning: A systematic review of journal publications from 2007 to 2016
Computers & Education Vol. 119, No. 1 (April 2018) pp. 129–143
This study reviewed the literature on mobile technology-supported collaborative learning from 2007 to 2016. Several issues, such as the distributions and research methods, learning devices and learning environments, participants, research issues,...
Mobile-based collaborative learning in the fitness center: A case study on the development of English listening comprehension with a context-aware application
British Journal of Educational Technology Vol. 49, No. 2 (March 2018) pp. 305–320
Mobile applications on the go have been adopted in many fields and areas. However, there has been little research regarding the development and use of a context-aware application for users to improve their English listening comprehension through...
Facilitating Effective Digital Game-Based Learning Behaviors and Learning Performances of Students Based on a Collaborative Knowledge Construction Strategy
Interactive Learning Environments Vol. 26, No. 1 (2018) pp. 118–134
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. ...
A Learning Analytics Approach to Investigating Factors Affecting EFL Students' Oral Performance in a Flipped Classroom
Journal of Educational Technology & Society Vol. 21, No. 2 (2018) pp. 205–219
Flipped classrooms have been widely adopted and discussed by school teachers and researchers in the past decade. However, few studies have been conducted to formally evaluate the effectiveness of flipped classrooms in terms of improving EFL students'...
A Peer Tutoring-Based Concept Mapping Approach to Improving Students' Learning Achievements and Attitudes for a Social Studies Course
International Journal of Online Pedagogy and Course Design Vol. 8, No. 1 (January 2018) pp. 1–12
Concept maps are well recognized as being an effective tool for helping students organize and construct their knowledge. However, previous studies have also indicated the difficulty encountered by young students in concept mapping. Therefore, how to ...
Trends and research issues of mobile learning studies in nursing education: A review of academic publications from 1971 to 2016
Computers & Education Vol. 116, No. 1 (January 2018) pp. 28–48
In the past decades, the issues related to mobile learning have been widely discussed around the globe; however, the development and trends of applying mobile technologies in nursing education still lack systematic analysis. In this study, a meta...
The Effects of Computer-Supported Self-Regulation in Science Inquiry on Learning Outcomes, Learning Processes, and Self-Efficacy
Educational Technology Research and Development Vol. 66, No. 4 (2018) pp. 863–892
Recently, researchers have demonstrated the benefits of technology-enhanced science inquiry activities. To improve students' self-regulation and assist them in controlling their own learning pace through inquiry activities, in this study, a self...
Creating Interactive E-Books through Learning by Design: The Impacts of Guided Peer-Feedback on Students' Learning Achievements and Project Outcomes in Science Courses
Journal of Educational Technology & Society Vol. 21, No. 1 (2018) pp. 25–36
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...
Promoting Autonomy and Ownership in Students Studying English Using Digital Comic Performance-Based Learning
Educational Technology Research and Development Vol. 66, No. 4 (2018) pp. 955–978
In traditional learning, students passively absorb the materials provided by their teachers or textbooks. Thus, their learning autonomy is insufficient, and this affects learning motivation. Students find it difficult to absorb the knowledge taught...
A Long-Term Experiment to Investigate the Relationships between High School Students' Perceptions of Mobile Learning and Peer Interaction and Higher-Order Thinking Tendencies
Educational Technology Research and Development Vol. 66, No. 1 (2018) pp. 75–93
In this study, a one-year program was conducted to investigate the relationships between students' perceptions of mobile learning and their tendencies of peer interaction and higher-order thinking in issue-based mobile learning activities. To...
A Microworld-Based Role-Playing Game Development Approach to Engaging Students in Interactive, Enjoyable, and Effective Mathematics Learning
Interactive Learning Environments Vol. 26, No. 3 (2018) pp. 411–423
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without...
Impacts of Integrating the Repertory Grid into an Augmented Reality-Based Learning Design on Students' Learning Achievements, Cognitive Load and Degree of Satisfaction
Interactive Learning Environments Vol. 26, No. 2 (2018) pp. 221–234
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However,...
Effects of Integrating an Active Learning-Promoting Mechanism into Location-Based Real-World Learning Environments on Students' Learning Performances and Behaviors
Educational Technology Research and Development Vol. 66, No. 2 (2018) pp. 451–474
Engaging students in real-world learning contexts has been identified by educators as being an important way of helping them learn to apply what they have learned from textbooks to practical problems. The advancements in mobile and image-processing...
Development and Evaluation of a Novel E-Book Interface for Scaffolding Thinking Context to Learn from Writing Examples
Interactive Learning Environments Vol. 26, No. 7 (2018) pp. 970–988
Effective reading strategies, including using graphic organizers, question answering, and considering story structures, can help students improve reading comprehension. However, these reading strategies are not fully supported by both printed books...
A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors
Journal of Educational Technology & Society Vol. 21, No. 3 (2018) pp. 117–131
English business writing is an important and challenging course for English as Foreign Language (EFL) students since it is not only related to English writing skills, but also to business knowledge. Context-game based learning seems to be a good...
Facilitating Deep-Strategy Behaviors and Positive Learning Performances in Science Inquiry Activities with a 3D Experiential Gaming Approach
Interactive Learning Environments Vol. 26, No. 8 (2018) pp. 1053–1073
Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential ...
A Votable Concept Mapping Approach to Promoting Students' Attentional Behavior: An Analysis of Sequential Behavioral Patterns and Brainwave Data
Journal of Educational Technology & Society Vol. 21, No. 2 (2018) pp. 177–191
This study explores the effects of integrated concept maps and classroom polling systems on students' learning performance, attentional behavior, and brainwaves associated with attention. Twenty-nine students from an Educational Research Methodology ...
A Test Sheet Optimization Approach to Supporting Web-based Learning Diagnosis Using Group Testing Methods
International Journal of Online Pedagogy and Course Design Vol. 7, No. 4 (October 2017) pp. 1–23
Assessment can help teachers to examine the effectiveness of teaching and to diagnose the unfamiliar basic concepts (or attributes) of students within the testing scope. A web-based adaptive testing and diagnostic system can achieve the above...
Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning
Computers & Education Vol. 110, No. 1 (July 2017) pp. 143–153
The Analects of Confucius is an important course in the curriculum of Asian Studies in the Chinese community and around the world. Students have to learn a collection of the thoughts of Confucius which have shaped world history and the soul of China....
Influences of an inquiry-based ubiquitous gaming design on students’ learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving
British Journal of Educational Technology Vol. 48, No. 4 (June 2017) pp. 950–971
In this paper, an inquiry-based ubiquitous gaming approach was proposed. The objective of the study was to enhance students’ performances in in-field learning activities. To show the advantages of the approach, an experiment was carried out to...
Development of an interactive mathematics learning system based on a two-tier test diagnostic and guiding strategy
Australasian Journal of Educational Technology Vol. 33, No. 1 (Apr 17, 2017)
Mathematical skills have been recognised as a core competence for engineering and science students. However, learning mathematics has been recognised as a difficult and challenging task for most students, in particular, calculus for first-year...
Integrating socio-cultural contexts and location-based systems for ubiquitous language learning in museums: A state of the art review of 2009–2014
British Journal of Educational Technology Vol. 48, No. 2 (March 2017) pp. 653–671
Context-dependent learning systems are now becoming more common in museums, as most students are equipped with mobile devices. As there has been little research into context-aware mobile applications in museums, the present study aims to investigate ...
Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns
Computers & Education Vol. 106, No. 1 (March 2017) pp. 26–42
Scholars have indicated the importance of considering anxiety in language learning. They have also pointed out the potential of integrating learning content into gaming contexts. However, few have explored in-depth the learning processes in game...
A Problem Posing-Based Practicing Strategy for Facilitating Students' Computer Programming Skills in the Team-Based Learning Mode
Educational Technology Research and Development Vol. 65, No. 6 (2017) pp. 1655–1671
Computer programming is a subject that requires problem-solving strategies and involves a great number of programming logic activities which pose challenges for learners. Therefore, providing learning support and guidance is important. Collaborative ...
Enhancing Students' Computer Programming Performances, Critical Thinking Awareness and Attitudes towards Programming: An Online Peer-Assessment Attempt
Journal of Educational Technology & Society Vol. 20, No. 4 (2017) pp. 58–68
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...
Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies
Computers & Education Vol. 102, No. 1 (November 2016) pp. 188–201
In this study, a situated computer game was implemented for engaging students in English vocabulary contexts. Furthermore, two test-item guiding approaches, the cloze and multiple-choice guiding strategies, were embedded in the game to serve as...
Effects of a peer competition-based mobile learning approach on students' affective domain exhibition in social studies courses
British Journal of Educational Technology Vol. 47, No. 6 (November 2016) pp. 1217–1231
One of the important and challenging objectives of social studies courses is to promote students' affective domain exhibition, including learning interest, positive attitudes and local culture identity. In this paper, a location-aware mobile...
Interaction between gaming and multistage guiding strategies on students' field trip mobile learning performance and motivation
British Journal of Educational Technology Vol. 47, No. 6 (November 2016) pp. 1032–1050
In this study, an integrated gaming and multistage guiding approach was proposed for conducting in-field mobile learning activities. A mobile learning system was developed based on the proposed approach. To investigate the interaction between the...
A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course
Computers & Education Vol. 100, No. 1 (September 2016) pp. 126–140
The flipped classroom is a well-recognized learning mode that enables effective practice and interactions among teachers and students in the class by switching the in-class instructional time and out-of-class practicing time. However, owing to their ...
A web-based peer-assessment approach to improving junior high school students' performance, self-efficacy and motivation in performing arts courses
British Journal of Educational Technology Vol. 47, No. 4 (July 2016) pp. 618–632
In this paper, a web-based peer-assessment approach is proposed for conducting performing arts activities. A peer-assessment system was implemented and applied to a junior high school performing arts course to evaluate the effectiveness of the...
Card-based design combined with spaced repetition: A new interface for displaying learning elements and improving active recall
Computers & Education Vol. 98, No. 1 (July 2016) pp. 142–156
This study aims to bring card-based design into education. A mobile application called “English Practice” has been developed wherein a card-based interface named PACARD (Personalize Adaptive CARD-based interface) was implemented. This interface has...
Effects of different online peer-feedback approaches on students' performance skills, motivation and self-efficacy in a dance course
Computers & Education Vol. 96, No. 1 (May 2016) pp. 55–71
It has become common practice to video record students' in-class dance moves. Such a teaching strategy is able to help students reflect on their dance performance by providing them with visualized feedback. Therefore, in this study, an online peer...
Interactive Learning Environments Vol. 24, No. 3 (2016) pp. 456–471
In this study, a problem-posing strategy is proposed for supporting collaborative mobile learning activities. Accordingly, a mobile learning environment has been developed, and an experiment on a local culture course has been conducted to evaluate...
The Effects of Instructional Methods on Students' Learning Outcomes Requiring Different Cognitive Abilities: Context-Aware Ubiquitous Learning versus Traditional Instruction
Interactive Learning Environments Vol. 24, No. 7 (2016) pp. 1497–1510
The purpose of this study was to explore the effects of the context-aware ubiquitous learning (u-learning) approach versus traditional instruction on students' ability to answer questions that required different cognitive skills, using the framework ...
Development and Effectiveness Analysis of a Personalized Ubiquitous Multi-Device Certification Tutoring System Based on Bloom's Taxonomy of Educational Objectives
Journal of Educational Technology & Society Vol. 19, No. 1 (2016) pp. 223–236
In recent years, with the gradual increase in the importance of professional certificates, improvement in certification tutoring systems has become more important. In this study, we have developed a personalized ubiquitous multi-device certification ...
Effects of a Question Prompt-Based Concept Mapping Approach on Students' Learning Achievements, Attitudes and 5C Competences in Project-Based Computer Course Activities
Journal of Educational Technology & Society Vol. 19, No. 3 (2016) pp. 351–364
Concept mapping has been widely used in various fields to facilitate students' organization of knowledge. Previous studies have, however, pointed out that it is difficult for students to construct concept maps from the abundant searched data without ...
Cloud E-Learning Service Strategies for Improving E-Learning Innovation Performance in a Fuzzy Environment by Using a New Hybrid Fuzzy Multiple Attribute Decision-Making Model
Interactive Learning Environments Vol. 24, No. 8 (2016) pp. 1812–1835
The purpose of this study was to address this problem by applying a new hybrid fuzzy multiple criteria decision-making model including (a) using the fuzzy decision-making trial and evaluation laboratory (DEMATEL) technique to construct the fuzzy...