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This study aims to explore how tablets can be integrated into the art appreciation course in the college to motivate learners. Two classes of students were involved in the experiment. One class was slides-based with the printed materials, and the other class was slides-based with multi-touch technology of tablets. Both qualitative and quantitative approaches were adopted in this study. The results...
The widespread use of e-readers provides a useful tool to students. This has brought us to explore the essential factors that affect student's willing of using new technology in the higher educational classroom. To understand the relationship between reading habits and e-reader functions, we applied grounded theory to analyze data. Results suggest that users' expectations and operation are affected...
Advances of handheld devices such as a PDA afford learners to conduct synchronous discussions and individual ideas made in a group could be synthesized easily. To achieve effective group learning in the classroom, we proposed a PDA-based English vocabulary acquisition game entitled Wireless Crossword Fan-Tan Game (WiCFG) that facilitates English vocabulary building for constructive learning environment...
This paper reports on the rationale of designing a PDA-based English vocabulary acquisition game entitled Wireless Crossword Fan-Tan Game (WiCFG). It aims to help elementary school students learn English words through group collaborative and competitive learning activities through game playing. Moreover, the authors anticipate that it can facilitate students' learning motivation in the interactive...
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