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Showing 1 to 15 of 99 results Save | Export
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Wu, Jason Hsinchieh; Lin, Chunn-Ying – Asia Pacific Education Review, 2018
Research on teacher and school academic optimism has abounded ever since these two constructs were confirmed and shown to have positive effects on student achievement. However, one overlooked research question is the nested association between teacher and school academic optimism. This study intends to fill this gap by using hierarchical linear…
Descriptors: Hierarchical Linear Modeling, Elementary School Students, Elementary School Teachers, Foreign Countries
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Wang, Li-Chih; Yang, Hsien-Ming – Journal of Learning Disabilities, 2018
This study aimed to investigate the development of visual and auditory temporal processing among children with and without dyslexia and to examine the roles of temporal processing in reading and reading-related abilities. A total of 362 Chinese children in Grades 1-6 were recruited from Taiwan. Half of the children had dyslexia, and the other half…
Descriptors: Elementary School Students, Dyslexia, Matched Groups, Comparative Analysis
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Hwang, Wu-Yuin; Chen, Hong-Ren; Chen, Nian-Shing; Lin, Li-Kai; Chen, Jin-Wen – Educational Technology & Society, 2018
Education research has shown that reflective study can efficiently enhance learning, and the acquisition of knowledge and skills from real-life situations has become a focus of interest for scholars. The knowledge-learning model based on verbal instruction, used in traditional classrooms, does not make use of real-life situations that encourage…
Descriptors: Foreign Countries, Learning Processes, Context Effect, Reflection
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Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
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Ou, Kuo-Liang; Tarng, Wernhuar; Chen, Yi-Ru – International Journal of Distance Education Technologies, 2018
Beginning learners of English frequently use flashcards as a tool for learning vocabulary. However, because of the consciousness difference between the picture-readers and picture-drawers on vocabularies, errors may be involved in the learners' comprehension of the vocabulary terms on the flashcards. This article develops and evaluates an English…
Descriptors: Foreign Countries, Vocabulary Development, English (Second Language), Second Language Learning
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Chen, Zhi-Hong; Lee, Shu-Yu – Educational Technology & Society, 2018
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
Descriptors: Educational Games, Young Children, Elementary School Students, Grade 4
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Hwang, Gwo-Jen; Tu, Nien-Ting; Wang, Xiao-Ming – Educational Technology & Society, 2018
With the rapid progress of technology, the popularity of tablet computers and the development of e-book applications have brought the use of e-books as a learning tool under the spotlight. In the meantime, the aim of school education lies not only in providing students with knowledge but also in encouraging them to construct knowledge actively.…
Descriptors: Electronic Publishing, Books, Feedback (Response), Pretests Posttests
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Chang, Chih-Ming; Hung, Min-Ling; Lu, Jui-Lien; Chou, Chien – Educational Technology & Society, 2018
Given the importance of cultivating users' positive behaviors in cyberspace, this study presents a comprehensive vision of how to address important virtues that might foster Taiwanese adolescents' positive behaviors in cyberspace. In this study, we constructed an instrument--the Cyber Virtues Scale (CVS)--for measuring the underlying dimensions of…
Descriptors: Foreign Countries, Internet, Adolescents, Measures (Individuals)
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Chen, Zhi-Hong; Wang, Sheng-Chun – Educational Technology & Society, 2018
Educational agents (including animal companions) are a kind of interface agent, which is a significant component in educational systems, and has great impacts on student learning. However, with the development of emerging technologies (e.g., tangible technology), few studies have yet investigated how tangible technology can be used to combine with…
Descriptors: Animals, Man Machine Systems, Learning Processes, Attention
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Wu, Po-Han; Hwang, Gwo-Jen; Yang, Mei-Ling; Chen, Chih-Hung – Interactive Learning Environments, 2018
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However, some challenges to AR learning environments have been described, such as participants' cognitive…
Descriptors: Simulated Environment, Teaching Methods, Computer Simulation, Elementary School Students
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Yang, Jie Chi; Quadir, Benazir – Educational Technology & Society, 2018
The great value of applying digital games in language learning has been highlighted. However, there has been a lack of attention paid to the effects of prior knowledge in a contextual game-based language learning environment. To this end, this study developed an MMORPG-based educational game to facilitate English learning, aiming at investigating…
Descriptors: Prior Learning, Anxiety, Computer Games, Second Language Learning
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Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
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Chen, Jing; Lin, Tzu-Jung; Ku, Yu-Min; Zhang, Jie; O'Connell, Ann – Scientific Studies of Reading, 2018
Concept of word--the awareness of how words differ from nonwords or other linguistic properties--is important to learning to read Chinese because words in Chinese texts are not separated by space, and most characters can be productively compounded with other characters to form new words. The current study examined the effects of reader, word, and…
Descriptors: Vocabulary Development, Reading Comprehension, Chinese, Grade 5
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Chang, Jui-Hung; Chiu, Po-Sheng; Huang, Yueh-Min – International Review of Research in Open and Distributed Learning, 2018
With the advances in mobile network technology, the use of portable devices and mobile networks for learning is not limited by time and space. Such use, in combination with appropriate learning strategies, can achieve a better effect. Despite the effectiveness of mobile learning, students' learning direction, progress, and achievement may differ.…
Descriptors: Archives, Telecommunications, Handheld Devices, Educational Technology
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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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