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Maulana, Iwan; Asrowi; Suryani, Nunuk – Journal of Educational Technology and Online Learning, 2020
This study aimed to examine the effect of the use of mobile-based Augmented Reality media to improve student learning motivation in SMP Muhammadiyah Surakarta on the science subject. The study used a quasi-experimental method with pretest-posttest control design. The tests of mobile-based augmented reality media in learning and learning motivation…
Descriptors: Electronic Learning, Computer Simulation, Educational Technology, Instructional Effectiveness
Chen, Tien-Li; Lee, Yun-Chi; Hung, Chi-Sen – Education Sciences, 2022
This study focuses on "digital learning sheets" by exploring the effects of different design strategies of the digital learning sheet on visitors' motivation and learning outcomes. This study chose the woodcraft themed exhibition as a case study, adopting the learning sheet design principles proposed by Hooper-Greenhill in order to…
Descriptors: Museums, Learning Motivation, Outcomes of Education, Technology Uses in Education
Tai, Tzu-Yu; Chen, Howard Hao-Jan – Interactive Learning Environments, 2023
Willingness to communicate (WTC) is considered to be an important factor contributing to successful foreign language learning. Many studies aim at finding effective tools for enhancing WTC. With the support of AI and Automatic Speech Recognition technology, intelligent personal assistants (IPAs) seem to have potentials in improving foreign…
Descriptors: Grade 8, English (Second Language), English Language Learners, Language Attitudes
Szabó, Fruzsina; Abari, Kálmán; Balajthy, Dániel; Polonyi, Tünde – Teaching English with Technology, 2022
When it comes to language learning and teaching, one of the major issues that needs to be tackled is the large differences between students in terms of school performance, especially socially disadvantaged children who tend to lag behind their peers. Research on language teaching tends to focus on the average learner, thus leaving little room for…
Descriptors: Gamification, Economically Disadvantaged, Second Language Learning, English (Second Language)
Wang, Cixiao; OuYang, Jiayu; Wu, Feng – Journal of Science Education and Technology, 2021
Recent research in collaborative learning has indicated that peer assessment has a positive influence on students' learning performance and learning process. This study investigates how the different subgroups of two roles (assessors and assessees) in peer assessment contribute to students' perceptions of science learning in mobile…
Descriptors: Peer Evaluation, Electronic Learning, Cooperative Learning, Handheld Devices
Sofiana, Nina; Mubarok, Husni – International Journal of Instruction, 2020
This study is aimed at finding the impact of Englishgame-based Mobile Application (EBMA) on reading achievement and learning motivation of the students. It is an experimental research which uses test and questionnaire to gather the data. 119 samples (58 students of experimental group and 61 students of control group) are selected from eighth grade…
Descriptors: Game Based Learning, Reading Achievement, Learning Motivation, Instructional Effectiveness
Lu, Su-Ju; Liu, Ying-Chieh; Chen, Po-Ju; Hsieh, Mu-Rong – Interactive Learning Environments, 2020
Emerging technologies have been widely used in applications designed to increase potential for learning enhancement. This study develops a mobile application to integrate augmented reality (AR) functionality into physical puzzle-type games. In the application, learners see visualizations of three-dimensional (3D) dinosaurs and interact with…
Descriptors: Game Based Learning, Puzzles, Computer Simulation, Science Achievement
Halbach, Till; Solheim, Ivar – International Association for Development of the Information Society, 2018
This work investigates in how far gamification and micro-learning, implemented by the novel technologies H5P and xAPI, are suitable to increase the motivation and learning performance of pupils with cognitive and behavioral challenges. The context for the field trials is the Norwegian SOL framework (short for Systematic Observation of Reading) in…
Descriptors: Foreign Countries, Middle School Students, Grade 6, Grade 7
Tsai, Cheng-Chang – International Journal of Instruction, 2020
The main purpose of this study was to examine the differences in students' English vocabulary learning performance as well as the instructional materials motivation, comparing the traditional lecturing method and the Augmented Reality method. This study adopted an unequal pre-test and post-test experimental design. Overall, there were a total of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
Chen, Chih-Ming; Chen, Liang-Chun; Yang, Shun-Min – Computer Assisted Language Learning, 2019
In recent years, numerous English vocabulary learning-assisted apps have been developed to enlarge learners' English vocabulary through mobile learning. However, the ability of learners to engage in self-regulated learning (SRL) importantly affects performance in autonomously learning English vocabulary using mobile apps. Therefore, this study…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Software
Chen, Yu-ching – Journal of Educational Computing Research, 2019
Motivation and math anxiety are crucial in performance and satisfaction, and augmented reality (AR) may be a useful tool in enhancing these factors because it provides users with interesting visual experiences. Since related empirical research is limited in investigating the effects of using free mobile AR apps integrating Keller's ARCS…
Descriptors: Handheld Devices, Computer Simulation, Mathematics Anxiety, Visual Learning
Arnold, Bradley A. – ProQuest LLC, 2018
The purpose of this qualitative case study was to develop descriptions of how teenage students remain engaged in learning while using mobile technology. Developments in technology have expanded learning contexts and provided learners with improved capacities to connect with others to exchange, gain, and construct knowledge. Developments in…
Descriptors: Middle School Students, Telecommunications, Learning Activities, Qualitative Research
Sun, Jerry Chih-Yuan; Lee, Kuan-Hsien – Educational Technology & Society, 2016
The purpose of this study is to evaluate the feasibility of the integration of concept maps and tablet PCs in anti-phishing education for enhancing students' learning motivation and achievement. The subjects were 155 students from grades 8 and 9. They were divided into an experimental group (77 students) and a control group (78 students). To begin…
Descriptors: Learning Motivation, Teaching Methods, Concept Mapping, Handheld Devices
Laine, Teemu H.; Nygren, Eeva – Technology, Pedagogy and Education, 2016
Technology integration is the process of overcoming different barriers that hinder efficient utilisation of learning technologies. The authors divide technology integration into two components based on technology's role in the integration process. In active integration, the technology integrates learning resources into a learning space, making it…
Descriptors: Technology Integration, Educational Technology, Influence of Technology, Learning Experience
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