Search results for author:"Gwo"
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Turkish Online Journal of Educational Technology - TOJET Vol. 10, No. 2 (April 2011) pp. 1–10
The aim of this study was to explore the influence of applying a game-based learning approach to nutrition education. The quasi-experimental nonequivalent-control group design was adopted in a four-week learning activity. The participants included...
Society for Information Technology & Teacher Education International Conference 2005 (2005) pp. 3122–3129
The value of video and multi-media in teaching and learning has been long recognized. More than 80 percent of learners prefer "show me" more than "tell me." Video of actual problem solving circumstances can provide effective and efficient...
An Innovative Approach for Promoting Information Exchanges and Sharing in a Web 2.0-Based Learning Environment
Interactive Learning Environments Vol. 17, No. 4 (December 2009) pp. 311–323
Although Web 2.0 technologies have been recognized as effective means of conducting group learning activities, a critical and challenging issue of Web 2.0-based learning is the lack of mechanisms for promoting information exchanges and sharing among ...
A Concept-Map Integrated Dynamic Assessment System for Improving Ecology Observation Competences in Mobile Learning Activities
Turkish Online Journal of Educational Technology - TOJET Vol. 11, No. 1 (January 2012) pp. 10–19
Observation competence plays a fundamental role in outdoor scientific investigation. The computerized concept mapping technique as a Mindtool has shown the potential for enhancing meaningful learning in science education. The purposes of the present ...
Educational Technology Research and Development Vol. 60, No. 4 (August 2012) pp. 623–638
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into...
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...
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
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....
Computers & Education Vol. 57, No. 1 (August 2011) pp. 1194–1201
Ubiquitous learning (u-learning), in conjunction with supports from the digital world, is recognized as an effective approach for situating students in real-world learning environments. Earlier studies concerning u-learning have mainly focused on...
RoLo: A dictionary interface that minimizes extraneous cognitive load of lookup and supports incidental and incremental learning of vocabulary
Computers & Education Vol. 61, No. 1 (February 2013) pp. 251–260
Dictionary use can improve reading comprehension and incidental vocabulary learning. Nevertheless, great extraneous cognitive load imposed by the search process may reduce or even prevent the improvement. With the help of technology, dictionary...
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,...
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...
EdMedia + Innovate Learning 1999 (1999) pp. 1819–1825
As the World Wide Web (the Web) become popular, increasing number of distance learning systems are built on the Web. Yet, Instructors must onerously write complex programs to manage students' learning behavior in a web based collaborative learning...
Innovations in Education and Teaching International Vol. 50, No. 1 (2013) pp. 72–84
With the rapid advances in computer technology during recent years, researchers have demonstrated the pivotal influences of computer-assisted diagnostic systems on student learning performance improvement. This research aims to develop a Diagnostic...
Innovations in Education and Teaching International Vol. 46, No. 4 (November 2009) pp. 421–433
This paper describes a Ubiquitous Performance Support System for Teachers (UPSST) and its implementation model. Personal Digital Assistants (PDAs) were used as the platform to support high-school teachers. Based on concepts of Electronic Performance ...
Exploring the Possibility of Using Humanoid Robots as Instructional Tools for Teaching a Second Language in Primary School
Educational Technology & Society Vol. 13, No. 2 (2010) pp. 13–24
As robot technologies develop, many researchers have tried to use robots to support education. Studies have shown that robots can help students develop problem-solving abilities and learn computer programming, mathematics, and science. However, few...
Journal of Educational Computing Research Vol. 27, No. 4 (2002) pp. 437–69
Proposes a novel methodology that employs Bayesian network software to assist teachers in efficiently deriving and utilizing the student model of activity performance from Web portfolios online. This system contains Web portfolios that record in...
Development and Evaluation of a Web 2.0-Based Ubiquitous Learning Platform for Schoolyard Plant Identification
International Journal of Distance Education Technologies Vol. 12, No. 2 (2014) pp. 83–103
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...
Global Learn 2010 (May 17, 2010) pp. 25–34
One of the most intriguing recent trends is the return of stereoscopic technology. While 3D technology is more commonly used in movies, lots of good opportunities seem to have emerged from education. It would be helpful to apply it in classroom...
An Electronic Library-Based Learning Environment for Supporting Web-Based Problem-Solving Activities
Educational Technology & Society Vol. 15, No. 4 (2012) pp. 252–264
This study aims to develop an electronic library-based learning environment to support teachers in developing web-based problem-solving activities and analyzing the online problem-solving behaviors of students. Two experiments were performed in this ...
Extending E-Book with Contextual Knowledge Recommender for Reading Support on a Web-Based Learning System
International Journal on E-Learning Vol. 6, No. 4 (October 2007) pp. 605–622
Reading content of the Web is increasingly popular. When students read the same material, each student has a unique comprehension of the text and requires individual support from appropriate references. Most references in typical web learning...
An Augmented Reality-Based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities
Journal of Educational Technology & Society Vol. 17, No. 4 pp. 352–365
In this study, an augmented reality-based mobile learning system is proposed for conducting inquiry-based learning activities. An experiment has been conducted to examine the effectiveness of the proposed approach in terms of learning achievements...
Computers & Education Vol. 55, No. 2 (September 2010) pp. 834–845
In context-aware ubiquitous learning, students are guided to learn in the real world with personalized supports from the learning system. As the learning resources are realistic objects in the real world, certain physical constraints, such as the...
Computers & Education Vol. 59, No. 2 (September 2012) pp. 762–773
Spatial ability has been recognized as one of the most important factors affecting the mathematical performance of students. Previous studies on spatial learning have mainly focused on developing strategies to shorten the problem-solving time of...
Journal of Educational Technology & Society Vol. 17, No. 2 pp. 4–16
Scholars have identified that learning in an authentic environment with quality contextual and procedural supports can engage students in thorough observations and knowledge construction. Moreover, the target is that students are able to experience...
A prompt-based annotation approach to conducting mobile learning activities for architecture design courses
Computers & Education Vol. 76, No. 1 (July 2014) pp. 80–90
In this study, a prompt-based annotation approach is proposed for developing mobile learning systems for architecture design courses. To evaluate the effectiveness of the proposed approach, an experiment was conducted by assigning 56 freshmen...
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 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...
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...
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...
Computers & Education Vol. 57, No. 2 (September 2011) pp. 1544–1556
Collaborative storytelling activities in social media environments are generally developed in a linear way in which all participants collaborate on a shared story as it is passed from one to another in a relay form. Difficulties with this linear...
An innovative parallel test sheet composition approach to meet multiple assessment criteria for national tests
Computers & Education Vol. 51, No. 3 (November 2008) pp. 1058–1072
The national certification tests and entrance examinations are the most important tests for proving the ability or knowledge level of a person. To accurately evaluate the professional skills or knowledge level, the composed test sheets must meet...
Computers & Education Vol. 51, No. 2 (September 2008) pp. 776–786
Previous research of adaptive learning mainly focused on improving student learning achievements based only on single-source of personalization information, such as learning style, cognitive style or learning achievement. In this paper, an...
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...
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 ...
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,...
Motion controllers for learners to manipulate and interact with 3D objects for mental rotation training
British Journal of Educational Technology Vol. 45, No. 4 (Jul 23, 2014) pp. 666–675
Mental rotation is an important spatial processing ability and an important element in intelligence tests. However, the majority of past attempts at training mental rotation have used paper-and-pencil tests or digital images. This study proposes an...
A context-aware ubiquitous learning approach to conducting scientific inquiry activities in a science park
Australasian Journal of Educational Technology Vol. 28, No. 5 (Jan 01, 2012)
Fostering students' scientific inquiry competence has been recognised as being an important and challenging objective of science education. To strengthen the understanding of science theories or notations, researchers have suggested conducting some...
Using the Crossing Chasm Theory to Design a Promotional Model for Application Service Center in e-Learning Park
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2005 (October 2005) pp. 1808–1815
Taiwan government started to initiate a five-years (2003-2007) program, that is National Science and Technology Program for e-Learning (ELNP for short), since 2002. In order to achieve the four major goals of ELNP, including "increase the national...
Global Learn 2010 (May 17, 2010) pp. 1839–1844
Nature-like interaction with robots in mixed reality learning environment can stimulate students’ participation in learning activities more effectively. This paper aims to introduce a mixed reality game with LED tracking interfaces and sensor...
Journal of Educational Technology & Society Vol. 15, No. 2 (2012) pp. 62–72
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...
A Problem-Based Ubiquitous Learning Approach to Improving the Questioning Abilities of Elementary School Students
Pi-Hsia Hung; Gwo-Jen Hwang; Yueh-Hsun Lee; Tsung-Hsun Wu; Bahtijar Vogel; Marcelo Milrad; Emil Johansson
Journal of Educational Technology & Society Vol. 17, No. 4 pp. 316–334
The purpose of this study is to investigate the effects of a ubiquitous problem-based learning system (UPBLS) on students' question-raising performance in field inquiry activities. An experiment was conducted on an elementary school natural...
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 ...
Contributing, Exchanging and Linking for Learning: Supporting Web Co-Discovery in One-to-One Environments
Educational Technology & Society Vol. 13, No. 4 (2010) pp. 126–139
While Web discovery is usually undertaken as a solitary activity, Web co-discovery may transform Web learning activities from the isolated individual search process into interactive and collaborative knowledge exploration. Recent studies have...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2005 (October 2005) pp. 1816–1829
Since January 2003, a 5-year e-learning national program was launched to assist the development of e-learning industry in Taiwan. One part of the program is to promote the development of e-learning industry by establishing the e-learning network...
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...
Ubiquitous Performance-Support System as Mindtool: A Case Study of Instructional Decision Making and Learning Assistant
Educational Technology & Society Vol. 12, No. 1 (2009) pp. 107–120
Researchers have conducted various studies on applying wireless communication and ubiquitous computing technologies to education, so that the technologies can provide learners and educators with more active and adaptive support. This study proposes...
Research Trends in Technology-Based Learning from 2000 to 2009: A Content Analysis of Publications in Selected Journals
Yu-Chen Hsu; Hsin Ning Jessie Ho; Chin-Chung Tsai; Gwo-Jen Hwang; Hui-Chun Chu; Chin-Yeh Wang; Nian-Shing Chen
Educational Technology & Society Vol. 15, No. 2 (2012) pp. 354–370
This paper provides a content analysis of studies in technology-based learning (TBL) that were published in five Social Sciences Citation Index (SSCI) journals (i.e. "the British Journal of Educational Technology, Computers & Education, Educational...