Search results for author:"Nai Li"
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Computers & Education Vol. 48, No. 2 (February 2007) pp. 301–317
This study investigates differences in use of, and attitudes toward the Internet and computers generally for Chinese and British students, and gender differences in this cross-cultural context. Two hundred and twenty Chinese and 245 British students’...
Learning, Media and Technology Vol. 31, No. 3 (September 2006) pp. 213–231
Most studies on reusable digital learning materials, learning objects (LOs), relate to their use in universities. Few empirical studies exist to explore the impact of LOs on pedagogy, especially in schools. This paper provides evidence from an...
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 3592–3599
Most studies on reusable digital learning materials, Learning Objects (LOs), relate to their use in universities. Few empirical studies exist to explore the impact of LOs on pedagogy, especially in schools. This paper provides evidence from an...
Modelling and Managing Learner Satisfaction: Use of Learner Feedback to Enhance Blended and Online Learning Experience
Decision Sciences Journal of Innovative Education Vol. 14, No. 2 (2016) pp. 216–242
A key concern for most institutions and instructors is whether students are satisfied with their learning experience. However, relatively few studies have unpacked what the key drivers for learner satisfaction are in blended and online courses....
Behaviour & Information Technology Vol. 30, No. 6 (2011) pp. 797–808
To investigate the most efficient way to represent text in reading Chinese on computer displays, three typographic variables, character size (41[feet] arc/24 pixels and 60[feet] arc/32 pixels), character spacing (1/4 and 1/8 character width) and...
An investigation of learners' collaborative knowledge construction performances and behavior patterns in an augmented reality simulation system
Computers & Education Vol. 68, No. 1 (October 2013) pp. 314–321
The purpose of this study was to investigate how a mobile collaborative augmented reality (AR) simulation system affects learners' knowledge construction behaviors and learning performances. In this study, 40 undergraduate students were recruited...
An Investigation of University Students' Collaborative Inquiry Learning Behaviors in an Augmented Reality Simulation and a Traditional Simulation
Journal of Science Education and Technology Vol. 23, No. 5 (October 2014) pp. 682–691
The purpose of this study is to investigate and compare students' collaborative inquiry learning behaviors and their behavior patterns in an augmented reality (AR) simulation system and a traditional 2D simulation system. Their inquiry and...
Journal of Educational Computing Research Vol. 27, No. 3 (2002) pp. 229–48
Describes the design of an intelligent Web-based interactive language learning system to support learning English as a second language on the Internet. Highlights include an interactive English writing environment; an authentic conversation learning ...