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Chang, Yi-Hsing; Lin, Yu-Kai; Fang, Rong-Jyue; Lu, You-Te – EURASIA Journal of Mathematics, Science & Technology Education, 2017
A situated Chinese cultural festival learning system based on motion sensing is developed in this study. The primary design principle is to create a highly interactive learning environment, allowing learners to interact with Kinect through natural gestures in the designed learning situation to achieve efficient learning. The system has the…
Descriptors: Foreign Countries, Asian Culture, Teaching Methods, Motion
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Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar – Educational Technology & Society, 2017
Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Teaching Methods
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Wang, Pei-Yu; Yang, Hui-Chun – Interactive Learning Environments, 2016
This study examined the impact of e-book interactivity design on the learning of Chinese characters by fourth graders (10-year-old children). This study was guided by two main questions: (1) Are there any differences in achievements (Chinese character writing, lexical comprehension, and lexical usage) between groups of young learners who read…
Descriptors: Chinese, Orthographic Symbols, Written Language, Pretests Posttests
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Tsai, Pei-Shan; Tsai, Chin-Chung; Hwang, Gwo-Haur – Interactive Learning Environments, 2016
The purpose of this study was to explore the effects of the context-aware ubiquitous learning (u-learning) approach versus traditional instruction on students' ability to answer questions that required different cognitive skills, using the framework of Bloom's taxonomy of educational objectives, including knowledge, comprehension, application,…
Descriptors: Teaching Methods, Outcomes of Education, Cognitive Ability, Foreign Countries
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Chang, Yu-Ming; Wang, I-Chen; Ma, Min-Yuan – EURASIA Journal of Mathematics, Science & Technology Education, 2016
This study examines the efficacy of three teaching methods, namely, passive supported image pedagogy, active supported image pedagogy, and traditional instruction, in increasing the reading motivation and comprehension of students. 116 fourth-grade students participated in the study and were evenly assigned, according to their pre-test…
Descriptors: Reading Motivation, Reading Comprehension, Teaching Methods, Visual Aids
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Tse, Shek-Kam; Xiao, Xiao-Yun; Ko, Hwa-Wei; Lam, Joseph Wai-Ip; Hui, Sau-Yan; Ng, Hung-Wai – Compare: A Journal of Comparative and International Education, 2016
This study examined the influence of classroom pedagogic reading practices and out-of-school practices in explaining why the reading attainment of Hong Kong Grade 4 students was superior to that of their counterparts in Taiwan in the 2006 Progress in International Reading Literacy Study. Analyses of scores from 9,301 students (4,712 from Hong Kong…
Descriptors: Foreign Countries, Elementary School Students, Primary Education, Grade 4
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Hung, Yu-ju; Chen, Shu-cheng; Samuelson, Beth Lewis – TESOL Journal, 2016
Role-play is an oral classroom activity that has been promoted to provide young learners with opportunities to practice English in meaningful contexts. To familiarize elementary students with this group task, to encourage them to pay attention to their peers' performances, and to replace traditional paper-and-pencil modes of evaluating speaking…
Descriptors: Class Activities, Oral English, Role Playing, Group Activities
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Braeken, Johan; Blömeke, Sigrid – Assessment & Evaluation in Higher Education, 2016
Using data from the international Teacher Education and Development Study: Learning to Teach Mathematics (TEDS-M), the measurement equivalence of teachers' beliefs across countries is investigated for the case of "mathematics-as-a fixed-ability". Measurement equivalence is a crucial topic in all international large-scale assessments and…
Descriptors: Comparative Analysis, Bayesian Statistics, Test Bias, Teacher Education
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Hsu, Chung-Yuan; Tsai, Chin-Chung; Wang, Hung-Yuan – Interactive Learning Environments, 2016
The purpose of this study was to examine the impacts of embedding collaboration into a game with a self-explanation design for supporting the acquisition of light and shadow concepts. The participants were 184 fourth graders who were randomly assigned to three conditions: a solitary mode of the game with self-explanation, a collaborative mode with…
Descriptors: Science Education, Scientific Concepts, Cooperative Learning, Grade 4
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Chang, Rong-Chi; Chung, Liang-Yi; Huang, Yong-Ming – Interactive Learning Environments, 2016
The learning of plants has garnered considerable attention in recent years, but students often lack the motivation to learn about the process of plant growth. Also, students are not able to apply what they have learned in class in the form of observation, since plant growth takes a long time. In this study, we use augmented reality (AR) technology…
Descriptors: Plants (Botany), Teaching Methods, Student Motivation, Simulated Environment
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Yang, Pei-lin; Tong, Fuhui; Irby, Beverly J.; Lara-Alecio, Rafael; Ramos, Norma; Nava-Walichowski, Miranda – Asian Journal of Education and Training, 2016
The purpose of this pilot study was to evaluate the effect of Story Telling and retelling and higher order thinking for "E"nglish "L"anguage and "L"iteracy "A"cquisition (STELLA) on the English oral proficiency of elementary students in Mainland China and Taiwan, where English is taught as a foreign…
Descriptors: Story Telling, Thinking Skills, Language Proficiency, English (Second Language)
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Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Educational Technology & Society, 2015
Unlike most research, which has primarily examined the players' interest in or attitude toward game-based learning through questionnaires, the purpose of this empirical study is to explore students' engagement patterns by qualitative observation and sequential analysis to visualize and better understand their game-based learning process. We…
Descriptors: Elementary School Students, Learner Engagement, Educational Games, Teaching Methods