You are here:

Journal of Educational Technology & Society

2018 Volume 21, Number 4

Search this issue

Table of Contents

Number of articles: 21

  1. Comparison of Animation and Static-Picture Based Instruction: Effects on Performance and Cognitive Load for Learning Genetics

    Chi Yang, Chun-Hui Jen, Chun-Yen Chang & Ting-Kuang Yeh

    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, ... More

    pp. 1-11

    View Abstract
  2. Effects of Multimodal Learning Analytics with Concept Maps on College Students' Vocabulary and Reading Performance

    Shih-Ping Wang & Yih-Lan Chen

    This study integrated the multimodal framework of learning analytics (IMFLA) with the concept mapping (Cmap) approach to improve students' vocabulary and reading abilities. A total of 70... More

    pp. 12-25

    View Abstract
  3. Developing a Multidimensional Framework for Analyzing Student Comments in Wikis

    Xiao Hu, Christy Weng-Lam Cheong & Samuel Kai-Wah Chu

    TRACT This study develops a framework for analyzing student comments in Wikis of group writing to inform learning assessment. It first drew on the literature to develop a framework consisting of... More

    pp. 26-38

    View Abstract
  4. Strengthening Social Networks in Online Discussion Forums to Facilitate Help Seeking for Solving Problems

    Po-Yao Chao, K. Robert Lai, Chen-Chung Liu & Hung-Ming Lin

    Help seeking is regarded as an important learning strategy that reflects students' metacognitive and domainspecific skills and knowledge. This study developed a proactive online discussion forum... More

    pp. 39-50

    View Abstract
  5. Analysing Group Dynamics of a Digital Game-Based Adventure Education Course

    Chang-Hsin Lin & Ju-Ling Shih

    This study reported the group development training results using a digital game-based adventure education course. In the research, six traditional adventure education activities were developed into... More

    pp. 51-63

    View Abstract
  6. Social Networking Sites as Formal Learning Environments in Business Education

    Abida Ellahi

    The central objective of this study is to investigate the extent to which social networking sites can affect learning effectiveness, and to what amount this technology can be used as supplementary ... More

    pp. 64-75

    View Abstract
  7. Factors Related to ICT Competencies for Students with Learning Disabilities

    Ting-Fang Wu, Cheng-Ming Chen, Hui-Shan Lo, Yao-Ming Yeh & Ming-Chung Chen

    The purpose of this study was to develop an explanatory model for the information and communication technology (ICT) competencies of students with and without learning disabilities (LD). A... More

    pp. 76-88

    View Abstract
  8. Mediating Effects of Individuals' Ability Levels on the Relationship of Reflective-Impulsive Cognitive Style and Item Response Time in CAT

    Chao Wang & Hong Lu

    This study focused on the effect of examinees' ability levels on the relationship between Reflective-Impulsive (RI) cognitive style and item response time in computerized adaptive testing (CAT).... More

    pp. 89-99

    View Abstract
  9. Increasing Information Reposting Behavior in Online Learning Community

    Omid R. B. Speily & Ahmad A. Kardan

    Online learning communities (OLCs) enable their learner to access different types of information through internet based structures anywhere anytime. OLCs are among the strategies used for the... More

    pp. 100-110

    View Abstract
  10. Development of a SoLoMo Game-Based Application for Supporting Local Cultural Learning in Taiwan

    Yen-Ting Lin, Yu-Ming Tseng, Yi-Sheng Lee, Tz-Chi Wang, Shu-I Tsai & Yun-Jhih Yi

    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... More

    pp. 115-128

    View Abstract
  11. User-Oriented EFL Speaking through Application and Exercise: Instant Speech Translation and Shadowing in Authentic Context

    Thi-Huyen Nguyen, Wu-Yuin Hwang, Xuan-Lam Pham & Zhao-Heng Ma

    In this study, an application (app) called ezTranslate was developed to aid English as foreign language (EFL) learning by assigning lessons that adapt to students' interests, in order to motivate... More

    pp. 129-142

    View Abstract
  12. Application and Analysis of a Mobile E-Book System Based on Project-Based Learning in Community Health Nursing Practice Courses

    Ting-Ting Wu, Yueh-Min Huang, Chen-Ying Su, Lei Chang & Yi Chen Lu

    Nursing practice courses are the most formative part of nursing education. Through practice, nursing students apply, validate, and clarify theories taught in class. Recently, research on the... More

    pp. 143-156

    View Abstract
  13. Enhanced Agility of E-Learning Adoption in High Schools

    Gebremariam Mesfin, Gheorghita Ghinea, Tor-Morten Grønli & Wu-Yuin Hwang

    Education is one among the many social services that enjoyed information technology as an enabler. The digital media and e-learning systems have played significant role as a learning content as... More

    pp. 157-170

    View Abstract
  14. Educational Games to Enhance Museum Visits for Schools

    Benoît Bossavit, Alfredo Pina, Isabel Sanchez-Gil & Aitziber Urtasun

    Museums usually look for new educational tools to enhance their exhibition. The Oteiza's museum in Navarre (Spain) especially gives importance to the dissemination of Jorge Oteiza's work to... More

    pp. 171-186

    View Abstract
  15. Using Exaggerated Feedback in a Virtual Reality Environment to Enhance Behavior Intention of Water-Conservation

    Wei-Che Hsu, Ching-Mei Tseng & Shih-Chung Kang

    Taiwan has long been categorized as a country suffering from water shortages. The acquisition of knowledge and development of the concept of water conservation, and the development water... More

    pp. 187-203

    View Abstract
  16. Gender-Related Differences in Collaborative Learning in a 3D Virtual Reality Environment by Elementary School Students

    Yi-Lien Yeh, Yu-Ju Lan & Yen-Ting R. Lin

    This study aimed to understand how children collaborated to create their own stories in a 3D virtual reality (VR) environment and to explore whether there were any gender-related differences in... More

    pp. 204-216

    View Abstract
  17. A Study of the Use of Wearable Devices for Healthy and Enjoyable English as a Foreign Language Learning in Authentic Contexts

    Rustam Shadiev, Wu-Yuin Hwang & Tzu-Yu Liu

    We designed an English as a foreign language (EFL) learning activity supported by smart watches to combine EFL learning with physical exercise such as walking around the school community. We tested... More

    pp. 217-231

    View Abstract
  18. Investigating Flipped Classroom and Problem-Based Learning in a Programming Module for Computing Conversion Course

    Adriana E. Chis, Arghir-Nicolae Moldovan, Lisa Murphy, Pramod Pathak & Cristina Hava Muntean

    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 ... More

    pp. 232-247

    View Abstract
  19. iAbstract: Game-Driven Keyword Auction and Summarization for Academic Reading

    Hercy N. H. Cheng, Calvin C. Y. Liao & Wan-Chen Chang

    Graduate students usually lack sufficient ability to read academic papers effectively and efficiently. For facilitating their reading comprehension, this study adopts summarization as a main... More

    pp. 248-258

    View Abstract
  20. Pedagogical Change in Mathematics Learning: Harnessing the Power of Digital Game-Based Learning

    Siew Pei Hwa

    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... More

    pp. 259-276

    View Abstract