Search results for author:"H-J Yang"
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Educational Technology & Society Vol. 9, No. 1 (2006) pp. 188–201
A ubiquitous learning environment provides an interoperable, pervasive, and seamless learning architecture to connect, integrate, and share three major dimensions of learning resources: learning collaborators, learning contents, and learning...
Educational Technology & Society Vol. 13, No. 4 (2010) pp. 167–179
Despite the ever-increasing practice of using e-learning in the workplace, most of the applications perform poorly in motivating employees to learn. Most workplace e-learning applications fail to meet the needs of learners and ultimately fail to...
Innovations in Education and Teaching International Vol. 51, No. 3 (2014) pp. 338–351
The number of learners using e-learning has been increasing at an enormous rate in the past decade due to easy access to higher educational resources via the Internet. On the other hand, the number of teachers in most universities is growing slowly. ...
Journal of Computer Assisted Learning Vol. 28, No. 4 (August 2012) pp. 322–335
Various writing assistance tools have been developed through efforts in the areas of natural language processing with different degrees of success of curriculum integration depending on their functional rigor and pedagogical designs. In this paper,...
Educational Technology & Society Vol. 11, No. 2 (2008) pp. 81–91
Recent progress in wireless and sensor technologies has lead to a new development of learning environments, called context-aware ubiquitous learning environment, which is able to sense the situation of learners and provide adaptive supports. Many...
Journal of Educational Technology & Society Vol. 19, No. 1 (2016) pp. 263–276
This study developed a 5-step vocabulary learning (FSVL) strategy and a mobile learning tool in a situational English vocabulary learning environment and assessed their effects on the learning motivation and performance of English as a foreign...
A Two-Tier Test-Based Approach to Improving Students' Computer-Programming Skills in a Web-Based Learning Environment
Journal of Educational Technology & Society Vol. 18, No. 1 pp. 198–210
Computer programming is an important skill for engineering and computer science students. However, teaching and learning programming concepts and skills has been recognized as a great challenge to both teachers and students. Therefore, the...
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...
Interactive Learning Environments Vol. 19, No. 1 (January 2011) pp. 45–62
Knowledge sharing in computer supported collaborative learning (CSCL) requires intensive social interactions among participants, typically in the form of annotations. An annotation refers to an explicit expression of knowledge that is attached to a...
Design of a Dual-Mapping Learning Approach for Problem Solving and Knowledge Construction in Ill-Structured Domains
Educational Technology & Society Vol. 16, No. 4 (2013) pp. 71–84
Problem solving has been increasingly used as an important approach to learning especially in ill-structured domains. It is assumed that knowledge can be better consolidated and extended through problem-solving experience. However, many learners do...
Educational Technology & Society Vol. 13, No. 3 (2010) pp. 78–92
Recently, the rising of Web 2.0 has made online community gradually become popular, like Facebook, blog, etc. As a result, the online knowledge sharing network formed by interpersonal interaction is now a major character of Web 2.0, and therefore,...
Journal of Computer Assisted Learning Vol. 21, No. 3 (June 2005) pp. 181–189
"1:1" educational computing refers to a scenario where every student in a group or class uses a computing device equipped with wireless communication capability to conduct a learning task. This paper, drawing from design experiences with our digital ...
Effects of Annotations and Homework on Learning Achievement: An Empirical Study of Scratch Programming Pedagogy
Educational Technology & Society Vol. 18, No. 4 pp. 331–343
In Taiwan elementary schools, Scratch programming has been taught for more than four years. Previous studies have shown that personal annotations is a useful learning method that improve learning performance. An annotation-based Scratch programming (...
Enhancing the Quality of E-Learning in Virtual Learning Communities by Finding Quality Learning Content and Trustworthy Collaborators
Educational Technology & Society Vol. 10, No. 2 (2007) pp. 84–95
Virtual learning communities encourage members to learn and contribute knowledge. However, knowledge sharing requires mutual-trust collaboration between learners and the contribution of quality knowledge. This task cannot be accomplished by simply...
Educational Technology Research and Development Vol. 63, No. 5 (2015) pp. 645–670
French is the ninth most widely used language globally, but French-learning environments in Taiwan have been insufficient. Language acquisition is easier in a natural setting, and so such a setting should be available to language learners wherever...
Journal of Computer Assisted Learning Vol. 23, No. 6 (December 2007) pp. 466–476
A computer-assisted music-learning system (CAMLS) has been developed to help the hearing impaired practice playing a musical melody. The music-learning performance is evaluated to test the usability of the system. This system can be a computer...
Journal of Educational Technology & Society Vol. 11, No. 2 (2008) pp. 16–26
A number of studies have evidenced that handheld devices are appropriate tools to facilitate face-to-face collaborative learning effectively because of the possibility of ample social interactions. Group Area Network, or GroupNet, proposed in this...
Educational Technology & Society Vol. 13, No. 3 (2010) pp. 3–11
Mobile devices are more powerful and portable nowadays with plenty of useful tools for assisting people to handle daily life. With the advance of mobile technology, the issue of mobile learning has been widely investigated in e-learning research....
Ontology Enabled Annotation and Knowledge Management for Collaborative Learning in Virtual Learning Community
Educational Technology & Society Vol. 7, No. 4 (2004) pp. 70–81
The nature of collaborative learning involves intensive interactions among collaborators, such as articulating knowledge into written, verbal or symbolic forms, authoring articles or posting messages to this community's discussion forum, responding...
Applying Learning Analytics for the Early Prediction of Students' Academic Performance in Blended Learning
Owen H. T. Lu; Anna Y. Q. Huang; Jeff C. H. Huang; Albert J. Q. Lin; Hiroaki Ogata; Stephen J. H. Yang
Journal of Educational Technology & Society Vol. 21, No. 2 (2018) pp. 220–232
Blended learning combines online digital resources with traditional classroom activities and enables students to attain higher learning performance through well-defined interactive strategies involving online and traditional learning activities....
Investigating the role of computer-supported annotation in problem-solving-based teaching: An empirical study of a Scratch programming pedagogy
British Journal of Educational Technology Vol. 45, No. 4 (Jul 23, 2014) pp. 647–665
For more than 2 years, Scratch programming has been taught in Taiwanese elementary schools. However, past studies have shown that it is difficult to find appropriate learning methods or tools to boost students’ Scratch programming performance. This...
Designing Interaction Tasks in Second Life for Chinese as a Foreign Language Learners: A Preliminary Exploration
Australasian Journal of Educational Technology Vol. 29, No. 2 (2013) pp. 184–202
The aims of this research were to develop guidelines for designing interaction tasks for learners of Chinese as a foreign language (CFL) and to investigate the attitudes of CFL learners toward a full CFL class in Second Life (SL). Three research...