Search results for author:"Lin Lin"
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Exploring Young Children's Performance on and Acceptance of an Educational Scenario-Based Digital Game for Teaching Route-Planning Strategies: A Case Study
Interactive Learning Environments Vol. 24, No. 8 (2016) pp. 1967–1980
Researchers suggest that game-based learning (GBL) can be used to facilitate mathematics learning. However, empirical GBL research that targets young children is still limited. The purposes of the study is to develop a scenario-based digital game to ...
Exploring the Role of Flow Experience, Learning Performance and Potential Behavior Clusters in Elementary Students' Game-Based Learning
Interactive Learning Environments Vol. 24, No. 1 (2016) pp. 178–193
Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the...
Journal of Educational Technology & Society Vol. 18, No. 2 pp. 336–348
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and ...
Journal of Educational Technology & Society Vol. 17, No. 2 pp. 207–218
The use of mobile devices for informal learning has gained attention over recent years. Museum learning is also regarded as an important research topic in the field of informal learning. This study explored a blended mobile museum learning...
Analyzing knowledge dimensions and cognitive process of a project-based online discussion instructional activity using Facebook in an adult and continuing education course
Computers & Education Vol. 60, No. 1 (January 2013) pp. 110–121
In recent years, social networking services (SNSs), for example, Facebook, have shown exponential growth in their number of users. Witnessing the popularity of these SNSs, educational researchers have also explored the potential educational value of ...
Exploring the Effects of Employing Google Docs in Collaborative Concept Mapping on Achievement, Concept Representation, and Attitudes
Interactive Learning Environments Vol. 24, No. 7 (2016) pp. 1552–1573
This study investigated the effectiveness of using Google Docs in collaborative concept mapping (CCM) by comparing it with a paper-and-pencil approach. A quasi-experimental study was conducted in a physics course. The control group drew concept maps ...
An Analysis of Teacher-Student Interaction Patterns in a Robotics Course for Kindergarten Children: A Pilot Study
Turkish Online Journal of Educational Technology - TOJET Vol. 12, No. 1 (January 2013) pp. 9–18
Compared with other media, programmable bricks provide children with the opportunity to create their own product and, through this process, to express creative thinking. Studies have found that learning robotics or integrating programming bricks...
Exploring college students' cognitive processing patterns during a collaborative problem-solving teaching activity integrating Facebook discussion and simulation tools
Internet and Higher Education Vol. 22, No. 1 (July 2014) pp. 51–56
Simulation and manipulation play vital roles in teaching procedural knowledge in science, technology, engineering, and mathematics (STEM) education. However, most studies in these fields have only focused on learning effectiveness rather than on...
Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum
Computers & Education Vol. 71, No. 1 (February 2014) pp. 185–197
A mobile guide system that integrates art appreciation instruction with augmented reality (AR) was designed as an auxiliary tool for painting appreciation, and the learning performance of three groups of visiting participants was explored: AR-guided,...