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Westera, Wim – Educational Technology & Society, 2019
This paper aims to improve the design methods for serious games (games for learning) by identifying a set of well-established pedagogical misconceptions and presenting design guidelines to avoid these. It analyses the pedagogical principles and models that are commonly used in serious game design, and contrasts these with evidence and advances in…
Descriptors: Educational Games, Instructional Effectiveness, Learning Experience, Learning Motivation
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Zheng, Lanqin; Bhagat, Kaushal Kumar; Zhen, Yuanyi; Zhang, Xuan – Educational Technology & Society, 2020
The purpose of this study was to examine the overall effectiveness of the flipped classroom on students' learning achievement and motivation. Data were collected from three databases, which include Web of Science, Scopus, and Eric. The present meta-analysis synthesized the findings of 95 studies with 15,386 participants published from 2013 to…
Descriptors: Outcomes of Education, Blended Learning, Academic Achievement, Learning Motivation
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Huang, Hsin; Hwang, Gwo-Jen – Educational Technology & Society, 2019
Educating inpatients and their family members regarding patient safety and protection is an important and challenging task for nursing staff. However, the effects of the conventional patient instruction with printed materials are usually not as good as expected owing to the learners' low learning engagement. In this study, a learning…
Descriptors: Learner Engagement, Patients, Books, Electronic Publishing
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Lin, Chi-Jen; Hwang, Gwo-Jen; Fu, Qing-Ke; Chen, Jing-Fang – Educational Technology & Society, 2018
English business writing is an important and challenging course for English as Foreign Language (EFL) students since it is not only related to English writing skills, but also to business knowledge. Context-game based learning seems to be a good approach to situating students in a meaningful and interesting practicing environment, which could…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Business Communication
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Lin, Chun-Hung; Liu, Eric Zhi-Feng; Chen, Yu-Liang; Liou, Pey-Yan; Chang, Maiga; Wu, Cheng-Hong; Yuan, Shyan-Ming – Educational Technology & Society, 2013
The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to…
Descriptors: Foreign Countries, Mastery Learning, Remedial Instruction, Elementary School Students
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Hung, Chun-Ming; Hwang, Gwo-Jen; Huang, Iwen – Educational Technology & Society, 2012
Although project-based learning is a well-known and widely used instructional strategy, it remains a challenging issue to effectively apply this approach to practical settings for improving the learning performance of students. In this study, a project-based digital storytelling approach is proposed to cope with this problem. With a…
Descriptors: Foreign Countries, Grade 5, Elementary School Students, Learning Motivation
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Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
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Lim, Doo Hun; Morris, Michael Lane – Educational Technology & Society, 2009
Among the many studies focusing on the effect of learner and instructional variables on learning outcomes, few studies have investigated the effect of these variables and their mediating mechanisms influencing students' learning within a blended learning environment. This study examined the influence of instructional and learner variables on…
Descriptors: Undergraduate Students, College Instruction, Data Analysis, Student Characteristics
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Neo, Mai; Neo, Tse-Kian – Educational Technology & Society, 2009
This study was conducted in the Faculty of Creative Multimedia, Multimedia University, Malaysia and investigated students' perceptions while working on a multimedia project that was embedded within a constructivist-based learning environment. We studied the impact of using multimedia on students who have little experience with working in a…
Descriptors: Constructivism (Learning), Student Attitudes, Multimedia Materials, Multimedia Instruction
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Montazemi, Ali Reza – Educational Technology & Society, 2006
Multimedia is increasingly used to enhance human-computer interaction in a variety of formats (text, graphics, audio, animation, and video). The challenge is how to use the most effective presentation format that would result in performance improvement. This paper addresses the added value of video presentations in a technology-mediated learning…
Descriptors: Video Technology, Business Administration Education, Graduate Students, Learning Motivation