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This is a quasi-experiment of a collaborative learning classroom implementation that prioritized learners' focus-attention for instructors to have an optimal focus management. A Kinect-based learning activity through a theatre-like learning setting called Digital Learning Playground was held to create a simple focus combining learning content and the peer performance. The triangulated data included...
In our study, we will look at how the substantial context-embedded authentic tasks had been done under a high-interactive gaming structure in classroom basis. We analyzed the difference of intrinsic motivation (enjoyment, perceived competence, pressure, etc) and learning effectiveness between team players and individual players in the game-based learning environments.
This study used learning video portfolio to improve student's metacognition through actual learning. LVP lets students have the opportunity to review and self-assess: learning through imitation, self-monitoring, teacher assessment, expert reference system, and the whole concept allowing students to upgrade and enhance metacognition. We held an experiment to verify the effectiveness of this system...
In order to let students learn authentically, we provide an opportunity for them to learn naturally and apply knowledge by adding authentic learning experience in classrooms. We wanted to know whether integrating embodied interactions in authentic learning can enhance authentic learning experience, and even improve learning performance. In this research, we proposed a near-authentic environment that...
This paper is a pilot study for a combination of school knowledge and board game learning. We designed a digital board game based on textbook materials. And presented them with a set of educational equipment- Digital Learning Playground (DLP). We created a situational interaction learning in classrooms. In this research, the resulted data indicates the students¡¦ motivation, confidence and satisfaction...
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