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This study aims to improve students' argumentative capability and enable them to produce better argumentative essays. The "digital argument-map writing system" was designed for this study to help students build a complete structure of argumentation step by step so they can produce better argumentative essays with the structure as a thinking frame. We conducted an experiment to the students...
"English Practice" is a mobile learning app that allows learners to test their English grammar usage. In this study, we observed 97,746 users and the results showed there are some factors might have certain influence on taking quiz score such as continent, country, time taking Quiz, and device screen size. First, learners who are from Europe tend to have the highest score. Asian learners...
In traditional teaching, teachers transmit knowledge, and students receive the information passively in the classroom. There are few opportunities as well as proper situations for students to apply the acquired knowledge, in other words, students do not know how to use what they have learned in their daily lives. In this study, we designed a system for learning by authoring scripts, setting stage,...
Effective reading strategies, including graphic organizers, question answering, story structure, etc., can help students through reading comprehension. However, those reading strategies are not fully support in both paper books and eBooks. Students, who master those reading strategies, can learn effectively. In contrast, students without effective reading strategies cannot grasp the thinking context...
In this study, we evaluated the effect of push notifications on mobile app engagement. Over the duration of a month, we collected data from 12,071 online users of an English learning app named 'English Practice' which can be freely installed from the Google Play store. Four criteria of app engagement used by us were as follows: session count, session length, time consumption and retention. In addition,...
In this paper, we examined users' behavior and perception in a mobile English learning application called "English Practice" (EP app). EP app has been placed on Google Play store over four years and has more than 800.000 installed. The study was conducted over two months from October 2015 to December 2015 through Google Analytic by drawing on random sample of 106,912 active users from 208...
In this study, we adopt the concept of freezeframe dramas in transforming the learning objectives in textbooks into the four-cell comic drama performance. Learners utilize tablet computers to record sounds and images to complete their dramas as the means of increasing their motivation in learning. We name such freeze-frame comic dramas on tablets as the Video Comic Drama. In order to enhance students'...
Social network websites such as Facebook, Tweeter, and Plurk have become a useful marketing toolkit. Many companies find that it can provide new opportunities on mining customers' opinions and get better understanding of the customers. The aim of the paper is to analyze the sentiment of users' opinions from corporation-run social networks, the Facebook Fan Pages. The goal is to find the topics and...
TV audience rating is an important indicator regarding the popularity of programs and it is also a factor to influence the revenue of broadcast stations via advertisements. Presently, the only way for assessing audience rating is the Nielsen TV rating, which depends on a small number of randomly selected representative groups, because of practical considerations such as cost and survey time. The way...
This study extends Sheng-Jie Yang's study [5] and process long-term experiment, on the other hand, we don't have to force students to use any reading strategies because we want students to study by themselves. We investigated in detail the users' demand and using timing on visual cue map. At the end of semester, we present the final system through interviewing students for improving the visual cue...
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...
People can acquire knowledge of rules, skills, strategies, beliefs or attitudes by observing others or through self-observation. This study proposed an approach that allows students to play a role for task-based learning in a classroom and can immediately observe their figures embedded in the virtual context. Reflection that the proposed approach might be able to support via self-observation plays...
Annotation is a frequently used learning skill. When taking note, the reader only focuses on partial content of a topic or a segment. The note would be non-organized and piecemeal. Therefore, the relationship between topic and annotation would be lost or indirect including the relationship among annotations. Thus, because of the dispersion of annotations, readers would lose the structure of the content...
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...
This study combined context-aware mechanisms with the main functions of smart phones to develop a motion-sensing and game-based mobile learning system that can provide related information about many plants in the Taipei Botanical Garden. This study developed six types of motions on smart phones involving common botanical misconceptions and integrated these motions into botany-themed learning activities...
Using contextual cues to find or review information is a useful and natural skill. Reading of traditional books provides contextual cues to aid in memory recall and finding of information. On the contrary e-books do not support the generation of contextual cues so well. In an e-book, a reader finds information mostly from full-text searching and by using the scrollbar. However a trade-off between...
Students' affections in learning have a significant impact on engagement and learning outcomes. When students have negative emotions, they usually do not learn well. But current e-learning systems often lack many features of profound affection, and fail to provide suitable emotional interaction. In this paper, we evaluate some studies of affective interaction e-learning systems. We also proposed our...
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