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| Educational Technology &… | 949 |
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Showing 16 to 30 of 949 results
Liu, Min; Navarrete, Cesar C.; Wivagg, Jennifer – Educational Technology & Society, 2014
This case study investigated a m-learning initiative by a large school district in the United States to provide iPod touch devices 24/7 to teachers and students of English Language Learners. We described the initiative and presented the research findings of its implementation for two years at elementary and middle school levels. The results…
Descriptors: Electronic Learning, Elementary School Students, Elementary School Teachers, Middle School Students
Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun – Educational Technology & Society, 2014
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…
Descriptors: Foreign Countries, Electronic Learning, Computer Games, Educational Games
Wang, Chia-Yu; Wu, Hsin-Ka; Lee, Silvia Wen-Yu; Hwang, Fu-Kwun; Chang, Hsin-Yi; Wu, Ying-Tien; Chiou, Guo-Li; Chen, Sufen; Liang, Jyh-Chong; Lin, Jing-Wen; Lo, Hao-Chang; Tsai, Chin-Chung – Educational Technology & Society, 2014
Studies that incorporate technologies into school science laboratories have proliferated in the recent two decades. A total of 42 studies published from 1990 to 2011 that incorporated technologies to support school science laboratories are reviewed here. Simulations, microcomputer-based laboratories (MBLs), and virtual laboratories are commonly…
Descriptors: Science Laboratories, Technology Uses in Education, Meta Analysis, Literature Reviews
Hsu, Ching-Kun; Hwang, Gwo-Jen; Chang, Chih-Kai – Educational Technology & Society, 2014
Fostering the listening comprehension of English as Foreign Language (EFL) learners has been recognized as an important and challenging issue. Videos have been used as one of the English listening learning resources; however, without effective learning supports, EFL students are likely to encounter difficulties in comprehending the video content,…
Descriptors: English (Second Language), Listening Comprehension, College Freshmen, Academic Achievement
Hou, Huei-Tse; Wu, Sheng-Yi; Lin, Peng-Chun; Sung, Yao-Ting; Lin, Jhe-Wei; Chang, Kuo-En – Educational Technology & Society, 2014
The use of mobile devices for informal learning has gained attention over recent years. Museum learning is also regarded as an important research topic in the field of informal learning. This study explored a blended mobile museum learning environment (BMMLE). Moreover, this study applied three blended museum learning modes: (a) the traditional…
Descriptors: Blended Learning, Museums, Educational Environment, Handheld Devices
Wang, Yi-Hsuan; Young, Shelley Shwu-Ching – Educational Technology & Society, 2014
The purpose of the study is to explore and describe how to implement a pedagogical ASR-based intelligent computer-assisted speaking learning (iCASL) system to support adult learners with a private, flexible and individual learning environment to practice English pronunciation. The iCASL system integrates multiple levels of corrective feedback and…
Descriptors: Computer Assisted Instruction, English (Second Language), Foreign Countries, Pronunciation Instruction
Cheon, Jongpil; Chung, Sungwon; Crooks, Steven M.; Song, Jaeki; Kim, Jeakyeong – Educational Technology & Society, 2014
Since the complex and transient information in instructional animations requires more cognitive resources, the segmenting principle has been proposed to reduce cognitive overload by providing smaller chunks with pauses between segments. This study examined the effects of different types of activities during pauses in a segmented animation. Four…
Descriptors: Undergraduate Students, Computer Literacy, Learning Processes, Animation
Ogata, Hiroaki; Hou, Bin; Li, Mengmeng; Uosaki, Noriko; Mouri, Kosuke; Liu, Songran – Educational Technology & Society, 2014
A Ubiquitous Learning Log (ULL) is defined as a digital record of what a learner has learned in daily life using ubiquitous computing technologies. In this paper, a project which developed a system called SCROLL (System for Capturing and Reusing Of Learning Log) is presented. The aim of developing SCROLL is to help learners record, organize,…
Descriptors: Electronic Publishing, Diaries, Educational Technology, Case Studies
Deng, Feng; Chai, Ching Sing; Tsai, Chin-Chung; Lee, Min-Hsien – Educational Technology & Society, 2014
This study aimed to investigate the relationships among practicing teachers' epistemic beliefs, pedagogical beliefs and their beliefs about the use of ICT through survey methodology. Participants were 396 high school practicing teachers from mainland China. The path analysis results analyzed via structural equation modelling technique…
Descriptors: Correlation, Foreign Countries, Teacher Attitudes, Teaching Methods
García Laborda, Jesús; Magal Royo, Teresa; Litzler, Mary Frances; Giménez López, José Luis – Educational Technology & Society, 2014
Few tests were delivered using mobile phones a few years ago, but the flexibility and capability of these devices make them valuable tools even for high stakes testing. This paper addresses research done through the PAULEX (2007-2010) and OPENPAU (2012-2014) research projects at the Universidad Politécnica de Valencia and Universidad de Alcalá…
Descriptors: Foreign Countries, College Entrance Examinations, Language Tests, Handheld Devices
Ruiz-Calleja, Adolfo; Vega-Gorgojo, Guillermo; Asensio-Pérez, Juan I.; Gomez-Sanchez, Eduardo; Bote-Lorenzo, Miguel L.; Alario-Hoyos, Carlos – Educational Technology & Society, 2014
There are several Information and Communication Technology (ICT) tool registries that support educators when searching ICT tools for their classrooms. A common problem in these registries is how their data is sustained, since educational descriptions of ICT tools are hard to create and maintain updated. This paper proposes SEEK-AT-WD, an…
Descriptors: Information Technology, Educational Technology, Web 2.0 Technologies, Data Collection
Pedrosa, Carlos Melgosa; Barbero, Basilio Ramos; Miguel, Arturo Román – Educational Technology & Society, 2014
This study compares an interactive learning manager for graphic engineering to develop spatial vision (ILMAGE_SV) to traditional methods. ILMAGE_SV is an asynchronous web-based learning tool that allows the manipulation of objects with a 3D viewer, self-evaluation, and continuous assessment. In addition, student learning may be monitored, which…
Descriptors: Foreign Countries, Engineering Education, Spatial Ability, Asynchronous Communication
Ku, Oskar; Chen, Sherry Y.; Wu, Denise H.; Lao, Andrew C. C.; Chan, Tak-Wai – Educational Technology & Society, 2014
Many students possess low confidence toward learning mathematics, which, in turn, may lead them to give up pursuing more mathematics knowledge. Recently, game-based learning (GBL) is regarded as a potential means in improving students' confidence. Thus, this study tried to promote students' confidence toward mathematics by using GBL. In…
Descriptors: Self Esteem, Mathematics Instruction, Mathematics Skills, Educational Games
Wang, Hung-Yuan; Liang, Jyh-Chong; Tsai, Chin-Chung – Educational Technology & Society, 2014
The purpose of this study is two-fold: to explore the differences in online medical information searching behaviors, including evaluative standards and search strategies, of the general public (general group) and those of hospital patients and their relatives (hospital group); and to compare the predictive relationship between the evaluative…
Descriptors: Online Searching, Patients, Differences, Search Strategies
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

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