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Wang, Yu-Yin; Wang, Yi-Shun; Lin, Hsin-Hui; Tsai, Tung-Han – Interactive Learning Environments, 2019
With the proliferation of paid mobile learning applications (m-learning apps), understanding how to assess their success has become an important issue for academics and practitioners. Based on the information systems (IS) success models and the value-based adoption model, this study developed and validated a multidimensional model for assessing…
Descriptors: Telecommunications, Handheld Devices, Computer Oriented Programs, Educational Technology
Lin, Luc Chia-Shin – SAGE Open, 2019
The convenience and pervasiveness of smartphones have created an environment where teacher-parent communication can be easily fostered through mobile apps. The current study aims to explore the role of instant messaging apps in teacher-parent communication. Social capital and the uses and gratifications theory were used to develop a theoretical…
Descriptors: Foreign Countries, Parent Teacher Cooperation, Interpersonal Communication, Telecommunications
Hwang, Wu-Yuin; Hariyanti, Uun; Abdillah, Yan Amal; Chen, Holly S. L. – Educational Technology & Society, 2021
Geometry is essential for mathematics learning given that it is strongly related to our surroundings; however, few studies concentrated on using geometry in our daily life, especially using mobile devices with their sensors. Thus, this study proposed one app, Ubiquitous Geometry (UG), and explored its effects on learning angles and polygons in…
Descriptors: Geometry, Mathematics Instruction, Computer Oriented Programs, Educational Technology
Yang, Fang-Chuan Ou; Wu, Wen-Chi Vivian; Wu, Yi-Ju Ariel – International Journal of Distance Education Technologies, 2020
The Test-of-English-for-International-Communication (TOEIC) is an important proficiency test for achieving the benchmark of future employment for English language learners worldwide. However, game-based apps for acquiring TOEIC vocabulary have remained scarce. Therefore, an empirical study was conducted to examine the effects of the self-developed…
Descriptors: English (Second Language), Second Language Learning, Vocabulary Development, Telecommunications
Chang, Rong-Chi; Yu, Zeng-Shiang – International Journal of Distance Education Technologies, 2018
This article aims to explore the impact of AR on the learning outcomes of college freshmen and their knowledge about the biology lab course. In a study, a basic biology lab course app was developed using AR technology. The students used this app to prepare for a basic biology lab course, and carry on self-learning without the help of instructors.…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, Biology
Nguyen, Thi-Huyen; Hwang, Wu-Yuin; Pham, Xuan-Lam; Ma, Zhao-Heng – Educational Technology & Society, 2018
In this study, an application (app) called ezTranslate was developed to aid English as foreign language (EFL) learning by assigning lessons that adapt to students' interests, in order to motivate them to engage concurrently in physical activity in a real context. ezTranslate was developed by combining state-of-the-art technologies--automatic…
Descriptors: English (Second Language), Second Language Learning, Translation, Computer Oriented Programs
Teng, Chin-Hung; Chen, Jr-Yi; Chen, Zhi-Hong – Journal of Educational Computing Research, 2018
Although the learning of programming language is critical in science and technology education, it might be difficult for some students, especially novices. One possible reason might be the fact that programming language, especially for three-dimensional (3D) applications, is too complex and abstract for these students to understand. Programming…
Descriptors: Computer Simulation, Simulated Environment, Programming, Computer Science Education
Hwang, Wu-Yuin; Nguyen, Thi-Huyen; Pham, Xuan-Lam – Journal of Educational Computing Research, 2019
Learning and cognitive ability are necessarily connected. Learning occurs when people engage in a series of cognitive processes. In this study, we examined how English as a foreign language (EFL) learners' cognitive abilities diffuse (i.e., change) effectively from a basic level (i.e., Remember, Understand) to a more advanced level (i.e., Apply)…
Descriptors: Peer Teaching, Tutoring, Tutors, Second Language Instruction
Kacetl, Jaroslav; Klímová, Blanka – Education Sciences, 2019
At present, hardly any younger person can imagine life without mobile technologies. They use them on a daily basis, including in language learning. Such learning supported with mobile devices is called mobile learning, which seems beneficial especially thanks to the unique features of mobile applications (e.g., interactivity, ubiquity, and…
Descriptors: Foreign Countries, Technology Uses in Education, Handheld Devices, Computer Oriented Programs
Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
Reynolds, Barry Lee – Language Learning Journal, 2017
This article reports on an investigation of the suitability of mobile vocabulary games for inducing a state of incidental vocabulary acquisition. Draw Something, a social digital drawing game in which players draw and guess words, was selected as a focus for this investigation. Results from an exploratory factor analysis of the questionnaire data…
Descriptors: Educational Games, Vocabulary Development, Educational Technology, Technology Uses in Education
Jou, Min; Lin, Yen-Ting; Tsai, Hsieh-Chih – Interactive Learning Environments, 2016
Synthesis of Materials is regarded as an important core subject in engineering education. However, many concepts and knowledge in the material synthesis can be rather abstract and difficult to understand by the student learners. Experiments are limited in scope due to lack of equipment, control of toxic materials, and risks of chemical reactions,…
Descriptors: Engineering Education, Computer Oriented Programs, Educational Technology, Technology Uses in Education
Hsieh, Sheng-Wen; Wu, Min-Ping – EURASIA Journal of Mathematics, Science & Technology Education, 2013
This paper used a Virtual Companion System (VCS) to examine how specific design variables within virtual learning companion affect the learning process of learners as defined by the cognitive continuum of field-dependent, field-independent and field-mixed learners in LINE app for m-learning. The data were collected from 198 participants in a…
Descriptors: Computer Uses in Education, Educational Technology, Instructional Effectiveness, Cognitive Style
Wang, June-Yi; Wu, Hsin-Kai; Chien, Sung-Pei; Hwang, Fu-Kwun; Hsu, Ying-Shao – Journal of Educational Computing Research, 2015
So far relatively little research in education has explored the pedagogical and learning potentials of applications (Apps) on tablet PCs (TPCs). Drawing upon research on learning technologies and taking an embodied perspective, this study first identified educational functionalities of TPCs and generated guidelines to design educational Apps for…
Descriptors: Physics, Science Instruction, Secondary School Science, High School Students
Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang; Tu, Nien-Ting – Interactive Learning Environments, 2016
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective strategy to help students focus on what they need to observe in the field. In this study, a competitive…
Descriptors: Foreign Countries, Simulated Environment, Educational Technology, Computer Games

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