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Ou Yang, Fang-Chuan; Lo, Fang-Ying Riva; Chen Hsieh, Jun; Wu, Wen-Chi Vivian – Educational Technology & Society, 2020
Developing communicative ability of English as a Foreign Language (EFL) learners is essential when it comes to authentic learning. Nevertheless, conventional textbook usage and English instruction often fail to be learner-engaging. With the help of high-immersion Virtual Reality (VR), language learning can be transformed into a more self-directed…
Descriptors: Communication Skills, Educational Technology, Technology Uses in Education, Computer Simulation
de Freitas, Sara – Educational Technology & Society, 2018
The literature around the use, efficacy and design of educational games and game-based learning approaches has been building up gradually and in phases, across different disciplines and in an ad hoc way. This has been problematic in a number of ways and resulted in fragmented literature and inconsistent referencing patterns between different…
Descriptors: Teaching Methods, Educational Games, Program Effectiveness, Grounded Theory
Chis, Adriana E.; Moldovan, Arghir-Nicolae; Murphy, Lisa; Pathak, Pramod; Muntean, Cristina Hava – Educational Technology & Society, 2018
This research paper investigates the effectiveness of combined Flipped Classroom (FC) and Problem-based Learning (PBL) teaching approach in a computer programming module. Combined FC-PBL makes use of learning technologies and supports authentic learning in terms of authentic context, multiple perspectives through team work and collaboration. FC…
Descriptors: Homework, Video Technology, Technology Uses in Education, Educational Technology
Tlili, Ahmed; Lin, Vivien; Chen, Nian-Shing; Huang, Ronghuai; Kinshuk – Educational Technology & Society, 2020
The design, implementation, and outcome of educational robots in special education have not been sufficiently examined in a systematic way. In particular, learner-based and contextual factors, as well as the essential roles played by various stakeholders have not been addressed when robots are used as a learning tool in special education.…
Descriptors: Special Education, Robotics, Teaching Methods, Students with Disabilities
Hwa, Siew Pei – Educational Technology & Society, 2018
Technological applications, especially the use of multimedia courseware have become more common in today's education, stimulating innovative approaches in teaching and learning. With the growing interest of integrating information and communication technologies (ICTs) into learning and teaching, the use of multimedia technology and digital games…
Descriptors: Mathematics Instruction, Teaching Methods, Educational Technology, Technology Uses in Education
Yang, Chi; Jen, Chun-Hui; Chang, Chun-Yen; Yeh, Ting-Kuang – Educational Technology & Society, 2018
This study aimed to examine the relative effectiveness of using an animation versus static pictures in terms of supporting the learning of genetics. To provide a methodologically sound comparison, the two sessions were constructed to be equivalent and were designed based on principles provided by the cognitive theory of multimedia learning and the…
Descriptors: Genetics, Teaching Methods, Science Instruction, Scientific Concepts
Lin, Yen-Ting; Tseng, Yu-Ming; Lee, Yi-Sheng; Wang, Tz-Chi; Tsai, Shu-I; Yi, Yun-Jhih – Educational Technology & Society, 2018
Recently, the development of local cultural features and tourism has become important in Taiwan. To support local cultural education, relevant studies have developed outdoor learning approaches and integrated mobile technology to connect real-world and digital-world learning resources. Nevertheless, the above-mentioned developments are usually…
Descriptors: Foreign Countries, Educational Games, Cultural Influences, Tourism
María-Carmen Ricoy; Tiberio Feliz – Educational Technology & Society, 2016
Considering the potential and popularity of social media it is important to inquire into its use in learning. In this study the implementation of the activity carried out in Twitter with higher education students was analysed. The research was conducted following a mixed methodology, based on virtual ethnography complemented by quantitative…
Descriptors: Higher Education, Communities of Practice, Social Media, Mass Media Use
Tsai, Fu-Hsing – Educational Technology & Society, 2016
This study aims to investigate whether different player-matching mechanisms in educational multi-player online games (MOGs) can affect students' learning performance, enjoyment perception and gaming behaviors. Based on the multi-player quiz game, TRIS-Q, developed by Tsai, Tsai and Lin (2015) using a free player-matching (FPM) mechanism, the same…
Descriptors: Educational Technology, Technology Uses in Education, Scoring, Computer Games
Kongcharoen, Chaknarin; Hwang, Wu-Yuin; Ghinea, Gheorghita – Educational Technology & Society, 2017
More studies are concentrating on using virtualization-based labs to facilitate computer or network learning concepts. Some benefits are lower hardware costs and greater flexibility in reconfiguring computer and network environments. However, few studies have investigated effective mechanisms for using virtualization fully for collaboration.…
Descriptors: Experimental Groups, Control Groups, Comparative Analysis, Academic Achievement
Chyr, Wen-Li; Shen, Pei-Di; Chiang, Yi-Chun; Lin, Jau-Bi; Tsai, Chia-Wen – Educational Technology & Society, 2017
This study explored the effects of online academic help-seeking (OAHS) and flipped learning (FL) on students' development of involvement, self-efficacy, and self-directed learning. A quasi-experiment was conducted to investigate whether students' involvement, self-efficacy, and self-directed learning increases over time with intervention by OAHS,…
Descriptors: Help Seeking, Homework, Video Technology, Technology Uses in Education
Kurt, Gökçe – Educational Technology & Society, 2017
The flipped classroom, a form of blended learning, is an emerging instructional strategy reversing a traditional lecture-based teaching model to improve the quality and efficiency of the teaching and learning process. The present article reports a study that focused on the implementation of the flipped approach in a higher education institution in…
Descriptors: Foreign Countries, Educational Technology, Blended Learning, Technology Uses in Education
Mukherjee, Anirban; Garain, Utpal; Biswas, Arindam – Educational Technology & Society, 2014
Diagram describing texts are integral part of science and engineering subjects including geometry, physics, engineering drawing, etc. In order to understand such text, one, at first, tries to draw or perceive the underlying diagram. For perception of the blind students such diagrams need to be drawn in some non-visual accessible form like tactile…
Descriptors: Teaching Methods, Blindness, Science Education, Maps
Rodriguez, Patricio; Nussbaum, Miguel; Lopez, Ximena; Sepulveda, Marcos – Educational Technology & Society, 2010
More than 20 years after ICTs were introduced in schools, solid evidence of their impact on student attainment is still lacking. Reasons for this include the mismatch between the methods used to measure the effects and the type of learning promoted, the absence of information regarding the specific types of ICT used, and the scarce attention paid…
Descriptors: Control Groups, Intervention, Academic Achievement, Program Effectiveness
Chuang, Po-Jen; Chiang, Ming-Chao; Yang, Chu-Sing; Tsai, Chun-Wei – Educational Technology & Society, 2012
In this paper, we propose a grouping strategy to enhance the learning and testing results of students, called Pairing Strategy (PS). The proposed method stems from the need of interactivity and the desire of cooperation in cooperative learning. Based on the social networks of students, PS provides members of the groups to learn from or mimic…
Descriptors: Foreign Countries, Questionnaires, Academic Achievement, Low Achievement
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