Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 3 |
| Since 2007 (last 20 years) | 7 |
Descriptor
Source
| Educational Technology &… | 7 |
Author
| Hwang, Gwo-Jen | 2 |
| Bonk, Curtis J. | 1 |
| Chao, Po-Yao | 1 |
| Chen, Gwo-Dong | 1 |
| Chen, Jing-Fang | 1 |
| Chiang, Tosti H. C. | 1 |
| Fu, Qing-Ke | 1 |
| Hsieh, Pei-Hsun | 1 |
| Huang, Chester S. J. | 1 |
| Kou, Xiaojing | 1 |
| Lee, Mimi Miyoung | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 7 |
| Reports - Research | 7 |
Education Level
| Higher Education | 3 |
| Elementary Education | 2 |
| Grade 4 | 2 |
| Intermediate Grades | 2 |
| Postsecondary Education | 2 |
| Junior High Schools | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
| Motivated Strategies for… | 1 |
What Works Clearinghouse Rating
Wang, Zhuo; Hwang, Gwo-Jen; Yin, Zhaoyi; Ma, Yongjun – Educational Technology & Society, 2020
Vocabulary mastery is critical to English as Foreign Language students. Mobile technologies enable students to learn vocabulary without space and time limitations. However, existing mobile-assisted vocabulary learning research often employed teacher-directed activities that increased instructors' workload, undermined student motivation or targeted…
Descriptors: Foreign Countries, Independent Study, Electronic Learning, Vocabulary Development
Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
Huang, Chester S. J.; Yang, Stephen J. H.; Chiang, Tosti H. C.; Su, Addison Y. S. – Educational Technology & Society, 2016
This study developed a 5-step vocabulary learning (FSVL) strategy and a mobile learning tool in a situational English vocabulary learning environment and assessed their effects on the learning motivation and performance of English as a foreign language (EFL) students in a situational English vocabulary learning environment. Overall, 80 EFL…
Descriptors: Vocabulary Development, Telecommunications, Learning Motivation, Handheld Devices
Shang, Hui-Fang – Educational Technology & Society, 2016
This study examined the effect of online metacognitive strategies, hypermedia annotations, and motivation on reading comprehension in a Taiwanese hypertext environment. A path analysis model was proposed based on the assumption that if English as a foreign language learners frequently use online metacognitive strategies and hypermedia annotations,…
Descriptors: Foreign Countries, Metacognition, Learning Strategies, Hypermedia
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
Bonk, Curtis J.; Lee, Mimi Miyoung; Kou, Xiaojing; Xu, Shuya; Sheu, Feng-Ru – Educational Technology & Society, 2015
This research targeted the learning preferences, goals and motivations, achievements, challenges, and possibilities for life change of self-directed online learners who subscribed to the monthly OpenCourseWare (OCW) e-newsletter from MIT. Data collection included a 25-item survey of 1,429 newsletter subscribers; 613 of whom also completed an…
Descriptors: Independent Study, Online Courses, Surveys, Preferences
Chen, Gwo-Dong; Nurkhamid; Wang, Chin-Yeh; Yang, Shu-Han; Chao, Po-Yao – Educational Technology & Society, 2014
In a classroom, obtaining active, whole-focused, and engaging learning results from a design is often difficult. In this study, we propose a self-observation model that employs an instinctive interface for classroom active learning. Students can communicate with virtual avatars in the vertical screen and can react naturally according to the…
Descriptors: Models, Active Learning, Computer Uses in Education, Computer Interfaces

Peer reviewed
Direct link
