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Showing 1 to 15 of 42 results Save | Export
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Bey, Anis; Jermann, Patrick; Dillenbourg, Pierre – Educational Technology & Society, 2018
Computer-graders have been in regular use in the context of MOOCs (Massive Open Online Courses). The automatic grading of programs presents an opportunity to assess and provide tailored feedback to large classes, while featuring at the same time a number of benefits like: immediate feedback, unlimited submissions, as well as low cost of feedback.…
Descriptors: Comparative Analysis, Online Courses, Feedback (Response), Foreign Countries
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Lin, Chi-Jen; Hwang, Gwo-Jen – Educational Technology & Society, 2018
Flipped classrooms have been widely adopted and discussed by school teachers and researchers in the past decade. However, few studies have been conducted to formally evaluate the effectiveness of flipped classrooms in terms of improving EFL students' English oral presentation, not to mention investigating factors affecting their flipped learning…
Descriptors: Educational Technology, Technology Uses in Education, English (Second Language), Second Language Instruction
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Chen, Ching-Huei; Liu, Jun-Han; Shou, Wen-Chuan – Educational Technology & Society, 2018
Although educational games have become prevalent in recent research, only a limited number of studies have considered learners' learning behaviors while playing a science problem-solving game. Introducing a competitive element to game-based learning is promising; however, research has produced ambiguous results, indicating that more studies should…
Descriptors: Competition, Educational Games, Teaching Methods, Science Instruction
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Hsu, Ting-Chia; Chang, Shao-Chen; Liu, Nan-Cen – Educational Technology & Society, 2018
This study employed an eye-tracking machine to record the process of peer assessment. Each web page was divided into several regions of interest (ROIs) based on the frame design and content. A total of 49 undergraduate students with a visual learning style participated in the experiment. This study investigated the peer assessment attitudes of the…
Descriptors: Eye Movements, Measurement, Peer Evaluation, Web Sites
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Homer, Ryan; Hew, Khe Foon; Tan, Cheng Yong – Educational Technology & Society, 2018
This paper reports the findings of a field experiment that gamified the classroom experience of elementary school ESL students by implementing digital badges-and-points which students could earn by achieving specific behavioral and learning goals. Altogether, 120 children in eight different classes participated in this study. Four of the classes…
Descriptors: Elementary School Students, English (Second Language), Recognition (Achievement), Educational Games
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Wang, Yi-Hsuan – Educational Technology & Society, 2017
The purpose of the present study was to examine the effects of integrating a cloud-based cross-device interactive response system (CCIRS) on enhancing students' classical Chinese learning. The system is a cloud-based IRS system which provides instructors and learners with an environment in which to achieve immediate interactive learning and…
Descriptors: Internet, Information Storage, Audience Response Systems, Technology Uses in Education
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Wu, Ting-Ting; Huang, Yueh-Min – Educational Technology & Society, 2017
English learning has become a vital educational strategy in many non-English-speaking countries. Vocabulary is a critical element for language learners. Therefore, developing sufficient vocabulary knowledge enables effective communication. However, learning a foreign language is difficult and stressful. In addition, memorizing English vocabulary…
Descriptors: Foreign Countries, College Freshmen, Second Language Learning, Second Language Instruction
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Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups
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Tegos, Stergios; Demetriadis, Stavros – Educational Technology & Society, 2017
Research in computer-supported collaborative learning has indicated that conversational agents can be pedagogically beneficial when used to scaffold students' online discussions. In this study, we investigate the impact of an agile conversational agent that triggers student dialogue by making interventions based on the academically productive talk…
Descriptors: Cooperative Learning, Prior Learning, Intervention, Outcomes of Education
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong – Educational Technology & Society, 2017
Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…
Descriptors: Teacher Attitudes, Teacher Surveys, Experienced Teachers, Beginning Teachers
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Jong, Morris Siu-Yung – Educational Technology & Society, 2017
The "flipped classroom" is an educational strategy about inverting the traditional use of in-class time for conducting lower-level learning activities and out-of-class time for conducting higher-level learning activities. "Guided social inquiry learning" (GSIL), which is a scaffolded constructivist pedagogic approach, has been…
Descriptors: Blended Learning, Technology Uses in Education, Educational Technology, Homework
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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
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Papadopoulos, Pantelis M.; Lagkas, Thomas D.; Demetriadis, Stavros N. – Educational Technology & Society, 2017
This study analyses the impact of self and peer feedback in technology-enhanced peer review settings. The impact of receiving peer comments ("receiver" perspective) is compared to that of reaching own insights by reviewing others' work ("giver" perspective). In this study, 38 sophomore students were randomly assigned in two…
Descriptors: Peer Evaluation, Evaluation Methods, Self Evaluation (Individuals), Technology Uses in Education
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Hsu, Ting-Chia; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Programming concepts are important and challenging to novices who are beginning to study computer programming skills. In addition to the textbook content, students usually learn the concepts of programming from the web; however, it could be difficult for novice learners to effectively derive helpful information from such non-structured open…
Descriptors: Web Sites, Teaching Methods, Computer Science Education, Information Sources
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