61 results on '"Hwang, Gwo-Jen"'
Search Results
2. Creating in the metaverse: An SSRL‐based collaborative painting approach to promote students' creativity, socially shared regulation and positive painting behaviours.
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Guan, Jue‐Qi, Wang, Xiao‐Feng, Wang, Wen‐Zhuo, Zhu, Jiong, and Hwang, Gwo‐Jen
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CURRICULUM ,INTERPROFESSIONAL relations ,RESEARCH funding ,DATA analysis ,DRAWING ,SELF-control ,TEACHING methods ,DESCRIPTIVE statistics ,CREATIVE ability ,SOCIAL skills ,SCHOOL children ,RESEARCH methodology ,STATISTICS ,COMPUTER assisted instruction ,LEARNING strategies ,AUGMENTED reality - Abstract
Background: Painting is the foundational expression across all art forms and is one of the key creative practices for fostering students' aesthetic ability and creativity within fine arts courses. Collaborative painting in the form of socially shared regulation of learning (SSRL) can be recognized as an effective strategy for enhancing creativity in both individual and group work. However, the absence of contextual experiences and collaborative spaces poses challenges for students in cultivating their creativity in painting. Objectives: The present study explores students' creativity, socially shared regulation (SSR) and positive painting behaviours using an SSRL‐based collaborative painting approach in the metaverse (Meta‐CP). Methods: Via a quasi‐experimental design, a total of 40 Chinese students in fifth grade were recruited and were randomly divided into an experimental group and a control group, with 20 students utilizing the Meta‐CP approach, while the remaining 20 students followed the conventional SSRL‐based paper‐and‐brush collaborative painting (C‐CP) approach. The Meta‐CP approach not only offers an authentic painting context and a collaborative space but also facilitates the collaborative process through the SSRL framework. The data collection included students' creative tendency, painting works and painting process. Results and Conclusions: The Meta‐CP approach effectively enhances students' creativity concerning adventure, curiosity and imagination, as well as results in the creation of more distinctive and logical artistic works. Furthermore, the approach significantly improved the quality of students' SSR. Additionally, students utilizing the Meta‐CP approach displayed more positive painting behaviours compared with those employing the C‐CP approach. Lay Description: What is already known about this topic:Collaborative painting is an effective strategy for enhancing creativity.Socially shared regulation of learning (SSRL) fosters collaborative learning.Students in collaborative painting may lack a contextual and synchronized painting space.The metaverse benefits in terms of contextual experiences and collaborative spaces. What this paper adds:Using an SSRL‐based collaborative painting approach in the metaverse (Meta‐CP) is effective in improving students' creativity.The Meta‐CP approach has the potential to improve students' quality of socially shared regulation (SSR), and positive painting behaviours. Implications for practice and/or policy:The metaverse provides an immersive synchronized painting space for art education to stimulate students' creative potential.The metaverse with proper learning strategies (e.g., SSRL) provides an effective collaborative learning environment for creation. [ABSTRACT FROM AUTHOR]
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- 2024
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3. Research trends and applications of technology-supported peer assessment: a review of selected journal publications from 2007 to 2016
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Fu, Qing-Ke, Lin, Chi-Jen, and Hwang, Gwo-Jen
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- 2019
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4. Differences between mobile learning environmental preferences of high school teachers and students in Taiwan: a structural equation model analysis
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Lai, Chiu-Lin, Hwang, Gwo-Jen, Liang, Jyh-Chong, and Tsai, Chin-Chung
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- 2016
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5. Effects of ASQ-based flipped learning on nurse practitioner learners' nursing skills, learning achievement and learning perceptions.
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Lin, Hui-Chen, Hwang, Gwo-Jen, and Hsu, Yaw-Don
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NURSE practitioners , *SELF-efficacy , *NURSING , *NURSE training , *SENSORY perception , *ABILITY - Abstract
Training and examining healthcare practitioners' nursing skills by situating them in a contextualized environment to interact with trained simulated patients and making required decisions based on the collected information is a widely adopted approach in nursing training. In a nursing skills course, the flipped learning method shifts the lecture time to the before-class time, allowing more time for teachers' guidance and skills practice in the class. However, if students do not have in-depth understanding in the individual learning space, their learning achievement is often not as expected. In this study, an ASQ (Annotation, Summarizing and Questioning)-based flipped learning strategy for nursing skills training is proposed to engage nurse practitioners (NPs) in deep and effective learning. Moreover, an experiment was conducted to evaluate the effects of the proposed approach on learners' learning achievement, nursing skills, self-efficacy, cognitive load, and critical thinking tendency. The experimental results showed that the approach not only improved NPs' nursing skills, but also significantly increased their self-efficacy and critical thinking tendency. • An ASQ-based flipped learning approach was proposed. • The approach helps students effectively identify key concepts before the class. • An experiment was conducted in a clinical nursing skills training course. • The approach improved the learners' nursing skills performance. • The approach improved the learners' self-efficacy and critical thinking tendency. [ABSTRACT FROM AUTHOR]
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- 2019
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6. Conceptions of the metaverse in higher education: A draw-a-picture analysis and surveys to investigate the perceptions of students with different motivation levels.
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Hwang, Gwo-Jen, Tu, Yun-Fang, and Chu, Hui-Chun
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ACADEMIC motivation , *SHARED virtual environments , *MATURATION (Psychology) , *HIGHER education , *EXPERIENTIAL learning - Abstract
In recent years, the application of the metaverse in higher education has attracted the attention of numerous educators and researchers. It allows students to engage in immersive experiential learning and to experience a variety of real human interaction modes. Researchers have pointed out that although the introduction of emerging technologies may bring a sense of novelty, it cannot sustain student learning for a long time. Learners' learning performance still depends on their learning motivation. The present study aimed to explore the conceptions and perceptions (i.e., growth mindset, learning attitudes, and self-efficacy) of students with different motivation levels regarding the metaverse in higher education. A draw-a-picture analysis and surveys were conducted. The results indicated that most students believed that with the metaverse, they could learn the knowledge of unspecified subject domains in any location, realizing the idea of studying for practical application. In the drawings of students with low motivation levels, they still conducted static learning activities (i.e., reading/studying, and searching for sources) in the metaverse learning environment. On the other hand, students with high motivation levels focused on experiential learning, operation, or practice (i.e., hands-on practicing/performance and observing/experiencing). Moreover, the students with high motivation levels generally show better growth mindsets, learning attitudes, and self-efficacy than those with low motivation levels. This implies that learning motivation could be an important factor affecting students' growth mindsets, learning attitudes, and self-efficacy of learning with the metaverse. The findings of this study serve as a foundation for future research, and provide preliminary evidence for understanding the conceptions of students with different motivation levels regarding the metaverse in higher education. Lastly, based on the analytic results, this study puts forward suggestions for the learning approaches of students in the metaverse as a reference for future researchers and teachers in higher education to design related activities. • Students' conceptions and perceptions of learning with the metaverse are analyzed. • The subjects are university students with different motivation levels. • A draw-a-picture analysis and surveys are employed in this study. • Most students believed that the metaverse would help them learn better. • High motivation students had better growth mindsets, attitudes, and self-efficacy. [ABSTRACT FROM AUTHOR]
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- 2023
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7. Fostering professional trainers with robot-based digital storytelling: A brainstorming, selection, forming and evaluation model for training guidance.
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Chang, Chun-Chun, Hwang, Gwo-Jen, and Chen, Kuan-Fu
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DIGITAL storytelling , *COGNITIVE load , *LESSON planning , *SELF-expression , *SATISFACTION - Abstract
In a working environment which requires professional knowledge and judgment-making ability, professional trainers play an important role; through effective professional training, they can help newcomers to successfully apply their expertise in the workplace. Hence, how to cultivate excellent professional trainers has become an important issue of talent cultivation for various enterprises. In a hospital, professional trainers with excellent teaching ability can not only help new nursing staff develop their ability for handling practical cases, but may also affect their sense of identity recognition for the nursing profession. Teaching plan design and materials production courses for professional trainers in general hospitals are still taught using a conventional lecturing method. Such training mostly focuses on medical professional content and techniques, rather than teaching plan design and content organization. A few training institutions have attempted to use digital storytelling (DST) to train professional trainers in teaching plan design and content organization. However, conventional DST pays more attention to the content of the story, and lacks emotional expression and interaction. In order to tackle this problem, the present study proposed a robot-based DST approach based on the Brainstorming, Selection, Forming, and Evaluation (BSFE) model. To verify its effectiveness, this study conducted an experiment in a Diabetes Teaching Plan Design and Materials Production course. The results showed that in comparison with the conventional DST (C-DST) learning approach, the R-DST learning approach could enhance professional trainers' learning achievement, learning attitude, critical thinking awareness, and learning satisfaction. On the other hand, it also increased their cognitive load. • A robot-based digital storytelling approach for professional trainers is proposed. • The approach is based on a Brainstorming, Selection, Forming and Evaluation model. • An experiment was conducted in a nursing training program of a hospital. • The approach improved professional trainers' learning effectiveness and quality. • The approach improved trainers' learning attitude, satisfaction and critical thinking awareness. [ABSTRACT FROM AUTHOR]
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- 2023
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8. A review of experimental mobile learning research in 2010–2016 based on the activity theory framework.
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Chung, Ching-Jung, Hwang, Gwo-Jen, and Lai, Chiu-Lin
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MOBILE learning , *CURRICULUM alignment , *TEACHERS , *EDUCATIONAL quality , *MEDIATION - Abstract
Abstract In this study, we systematically reviewed the experimental mobile learning studies published in 2010–2016. Moreover, the activity theory framework was adopted to investigate the insights and trends of mobile learning. That is, the dimensions of context, tools, control, communication, subjects and objectives were employed to analyze the studies. It was found that most experimental mobile learning studies engaged students in real-world contexts, and the activities were conducted based on the existing school curriculums. This means that researchers and school teachers noted the value of situating students in meaningful learning by helping them link what they had learned from the textbooks to real-world scenarios or daily life environments. In the meantime, the studies frequently involved the students in actively using mobile systems with communication facilities to acquire knowledge via interacting with peers, events, and specified real-world learning targets in the environment. On one hand, many researchers proposed to raise students' motivation; on the other hand, they expected to observe more of what the learners, particularly novices and low-achievement students, had done when observing their past interactions. Even so, it was found that mobile devices were considered a main way of allowing students to acquire self-learning materials rather than only mediation learning across contexts. As the current studies can be considered to contain blended rather than purely self-paced learning, there is still a large space for mobile learning progress and development. Highlights • A review on experimental m-learning was done based on the activity theory framework. • The studies published in 2010–2016 were investigated to find the trends of m-learning. • The context, tool, control, communication, subject and objective aspects were analyzed. • The phenomena of the m-learning activities conducted in the studies were reported. • Possible research issues of m-learning in the future were proposed. [ABSTRACT FROM AUTHOR]
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- 2019
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9. Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions.
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Chang, Shao-Chen and Hwang, Gwo-Jen
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LEARNING , *INSTRUCTIONAL films , *TEACHER-student communication , *EDUCATIONAL technology , *AUGMENTED reality - Abstract
In recent years, flipped learning has received increasing emphasis; it engages students in deriving basic knowledge through instructional videos before the class, and hence more time is available for practicing, applying knowledge, or student-teacher interaction in class. Many scholars have pointed out that, with such a learning approach, teachers can design more effective in-class activities by guiding students to have higher order thinking as well as interactions with peers and teachers. In the meantime, researchers have also indicated that employing proper educational technologies or learning strategies could further improve students’ performance. Therefore, in this study, an Augmented Reality (AR)-based learning guiding mode is proposed for developing a flipped learning system. To examine the effectiveness of the proposed approach, an experiment was conducted in a natural science learning activity of an elementary school using the developed system. The participants were four classes of 111 fifth graders. Two classes were assigned to the experimental group, while the others were the control group. Those learning in the experimental group used the AR-based flipped learning mode, while those in the control group learned with the conventional flipped learning mode. From the experimental results, it was found that the AR-based flipped learning guiding approach not only benefited the students in terms of promoting their project performance, but also improved their learning motivation, critical thinking tendency, and group self-efficacy. [ABSTRACT FROM AUTHOR]
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- 2018
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10. A robot-based digital storytelling approach to enhancing EFL learners' multimodal storytelling ability and narrative engagement.
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Liang, Jia-Cing and Hwang, Gwo-Jen
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DIGITAL storytelling , *STUDENT engagement , *TEACHERS , *KNOWLEDGE acquisition (Expert systems) , *STORYTELLING , *ENGLISH as a foreign language , *HIGH school seniors - Abstract
Digital technology has brought new opportunities for language education. Multimodal literacy refers to the ability to read, watch, understand, respond to, and generate multimodal texts. Multimodality, promoted by scholars, generates meaning in multiple modes. Hence, digital storytelling (DST) presented with multimodal content has been extensively applied in second language instruction. However, traditional DST is mostly presented in videos with one-way communication; it lacks two-way communication with the audience and is only regarded as a learning method for knowledge acquisition. As a result, the present study proposed a robot-based DST (robot-DST) approach to facilitate the interaction in the DST process and to enhance students' engagement. In order to evaluate its effectiveness, a quasi-experiment was conducted in an EFL course at a senior high school. Two classes of 11th graders participated in the experiment. One class with 40 students was the experimental group adopting the robot-DST approach, while the other class with 40 students was the control group adopting the conventional animation-based DST (CA-DST) approach. The results showed that the robot-DST approach could significantly reduce students' communication apprehension, as well as enhance their English speaking ability, storytelling ability, narrative engagement, and communication tendency. The findings show that using robots in the context of digital storytelling design has great potential for promoting learners' language learning performances. Accordingly, in-depth discussion and suggestions for future research are provided for researchers and school teachers who intend to use robots in educational settings. • A robot-based digital storytelling approach for EFL education is proposed. • The approach is proposed based on the multimodal communication framework. • An experiment was conducted at an EFL course of a secondary school. • The approach improved students' English speaking ability and storytelling ability. • The approach improved students' communication apprehension and narrative engagement. [ABSTRACT FROM AUTHOR]
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- 2023
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11. Decision-guided chatbots and cognitive styles in interdisciplinary learning.
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Iku-Silan, Aciang, Hwang, Gwo-Jen, and Chen, Chih-Hung
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COGNITIVE styles , *CHATBOTS , *COLLECTIVE efficacy , *STUDENT engagement , *COGNITIVE learning , *HIGH school curriculum - Abstract
Research on chatbots has distinct interdisciplinary features and can be generalized to learning in various fields. However, related research is still fragmented across disciplines and applications. This study aimed to develop a decision-guided chatbot for interdisciplinary learning. To investigate the effects of this learning model on learning achievements, learning motivation, collective efficacy, classroom engagement, satisfaction with the learning approach, and cognitive load of learners with different cognitive styles, this study was conducted in an environment education course in a junior high school in northern Taiwan. A total of 71 learners from two classes were recruited in this study; the experimental group, a class of 35 learners, adopted a decision-guided chatbot for learning, while the control group, a class of 36 learners, adopted conventional technology-assisted learning. The results showed that the experimental group significantly outperformed the control group on learning achievements, extrinsic motivation, collective efficacy, cognitive engagement, emotional engagement, and satisfaction with the learning approach. Moreover, the experimental group perceived lower mental efforts. In terms of cognitive styles, analytical learners had significantly higher learning achievements than intuitive learners. In the control group, the analytical learners had higher cognitive engagement than intuitive learners. In the experimental group, analytical learners had significantly lower mental load than intuitive learners. In addition, the analytical learners and intuitive learners in the experimental group respectively perceived higher mental load than those in the control group. • A decision-guided chatbot for interdisciplinary learning is proposed. • Interaction between the approach and cognitive styles on learning effect is probed. • The approach improved students' learning achievements and collective efficacy. • The students who learned with the approach perceived lower mental efforts. • Analytical learners with the approach had lower mental load than intuitive ones. [ABSTRACT FROM AUTHOR]
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- 2023
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12. Effects of a graphic organizer-based two-tier test approach on students' learning achievement and behaviors in spherical video-based virtual learning contexts.
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Hwang, Gwo-Jen, Chen, Hui-Chueh, Hsu, Chung-Yuan, and Hwang, Gwo-Haur
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ACADEMIC achievement , *COURSEWARE , *EDUCATIONAL technology , *TEACHERS , *LEARNING - Abstract
Situating learners in a context relevant to scientific phenomena enables them to acquire knowledge through experience, reflection, conceptualization, and practice, which is an important learning mode in science education. However, learners generally do not have opportunities to experience many scientific phenomena in the real world. Therefore, virtual learning environments (VLE) are becoming a frequently adopted technology to provide authentic learning contexts. In particular, spherical video-based learning environments (SVLE), which are a low-tech form of VLE, have attracted the attention of school teachers and educational technology researchers. Additionally, effective assessment methods, such as the two-tier-test, have been adopted to examine learners' performance during the virtual learning process. On the other hand, researchers have pointed out that lack of effective learning strategies may decrease the learning effects in a virtual learning context. Hence, this study integrated a graphic organizer into a two-tier test-based learning mode, in which the first-tier questions were declarative items with a short answer (e.g., the questions of where, what, and when), whereas the second-tier questions were more in-depth, deeper causal-type questions (e.g., the questions of why and how), in the contexts of SVLE. To verify the effectiveness of this learning approach, a graphic organizer-based two-tier test SVLE was developed; moreover, a quasi-experimental design was conducted in the "Mysteries of the Earth" unit of the sixth graders' natural science course. A total of 41 sixth graders from two classes, with an average age of 12, were recruited in this experiment. One class was assigned to be the experimental group adopting the graphic organizer-based two-tier test SVLE (GT-SVLE), while the other was the control group adopting the conventional two-tier test-based SVLE (CT-SVLE). All of the students learned with the SVLE using tablet computers. Based on the results, the GT-SVLE could better improve students' learning achievement than the CT-SVLE. Besides, according to behavioral analysis and interviews, the control group had significantly more learning behaviors of repeated reading of supplementary materials and repeated wrong answers, indicating that the proposed approach facilitated students' positive behaviors through observation and knowledge construction in SVLE, which helped them achieve the learning objectives. • A spherical video-based learning environments (SVLE) learning approach is proposed. • The approach advanced students' positive behaviors through observation and knowledge. • The approach was conducted with two-tier test strategy. • The study was conducted in the unit of the sixth graders' natural science course. • The study used concept map as a tool for researching. [ABSTRACT FROM AUTHOR]
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- 2023
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13. Trends in mobile technology-supported collaborative learning: A systematic review of journal publications from 2007 to 2016.
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Fu, Qing-Ke and Hwang, Gwo-Jen
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COLLABORATIVE learning , *EDUCATIONAL cooperation , *INTERACTIVE learning , *ACTIVE learning , *INTERACTIVE assessment (Education) - Abstract
This study reviewed the literature on mobile technology-supported collaborative learning from 2007 to 2016. Several issues, such as the distributions and research methods, learning devices and learning environments, participants, research issues, application domains, grouping methods and collaborative learning strategies, are addressed. In addition, the relationship between the learning strategies and measurement issues are investigated. The review found that the amount of research on mobile collaborative learning increased and the connection between new mobile technology and collaborative learning activities became tighter. College students received the greatest emphasis, but more focus should be put on junior and elementary school students. Few studies were conducted on teachers and adults. In the most recent five years, the research was focused on improving learners' performance in science, especially social science, and in natural scenarios outside of the classroom, but less emphasis was put on developing learners’ skills and higher order skills. There was little research focusing on different selection methods of group members and the teaching effects of grouping design. Most research adopted conceptualized collaborative learning strategies. Furthermore, some studies proposed that the collaborative learning activities conducted in mobile learning environments should be designed carefully to guide students to experience more effective collaborative constructivist learning. Based on the findings, in-depth discussion and suggestions for future studies are given. [ABSTRACT FROM AUTHOR]
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- 2018
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14. Promoting art appreciation performances and behaviors in effective and joyful contexts: A two-tier test-based digital gaming approach.
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Hwang, Gwo-Jen, Chiu, Min-Chi, Hsia, Lu-Ho, and Chu, Hui-Chun
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ART appreciation , *EDUCATIONAL computer games , *GAMIFICATION , *LEARNING , *ART materials , *CASINOS , *MAKERSPACES - Abstract
To enhance students' learning motivation and learning interest, scholars have attempted to incorporate game-based learning (GBL) into courses to improve conventional teaching which is mostly carried out using textbooks, presentations, or videos. However, one-tier tests were mainly adopted in previous GBL, meaning that it was difficult to identify whether students answered questions correctly by understanding knowledge or merely guessed the correct answer. Such tests also make it difficult to provide adequate feedback and guidance during the learning process. In order to solve this problem, a two-tier test-based digital gaming approach (TT-DGA) developed using RPG Maker was proposed in this study. It not only provided students with a more interesting way to learn art and view world-famous artworks in the game, but also introduced a two-tier test in the learning process to help students gradually construct professional art appreciation knowledge. To explore the effects of this approach, a total of 62 university students who took an elective art course were recruited in the current study. A quasi-experimental design was employed and the course was conducted physically during the Covid-19 pandemic. One class was the experimental group which adopted the TT-DGA for learning, while the other class was the control group which adopted the conventional gaming approach (C-DGA). The results showed that the TT-DGA could significantly enhance students' learning achievement of art appreciation, learning motivation, learning attitudes, and flow experience. Based on the behavioral analysis, students in the experimental group were more active than those in the control group in terms of reading art history materials, watching videos, engaging in tests, and playing the game again. Finally, the interview results uncovered that the two-tier test could help students conduct self-inspection, confirm the accuracy of their understandings of knowledge, and correct misconceptions, and that DGBL made the art course more interesting. • A two-tier test-based digital gaming approach for art education is proposed. • An educational computer game was developed based on the proposed approach. • The approach improved students' learning achievement of art appreciation. • The approach improved students' learning motivation. • The approach improved students' self-inspection and accuracy art concepts. [ABSTRACT FROM AUTHOR]
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- 2023
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15. Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning.
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Sung, Han-Yu, Hwang, Gwo-Jen, Lin, Chi-Jen, and Hong, Ting-Wei
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PSYCHOLOGY of students , *MOTIVATION (Psychology) , *GAME theory , *EDUCATIONAL planning - Abstract
The Analects of Confucius is an important course in the curriculum of Asian Studies in the Chinese community and around the world. Students have to learn a collection of the thoughts of Confucius which have shaped world history and the soul of China. However, educators have indicated that most students fail to understand its abstract thoughts, or even realize its spirit in their daily life experience. Meanwhile, with the advancements of technology, learning with computer games is currently a rapidly developing area of interest for researchers, teachers, material writers and application developers in the educational field. Several studies have shown that by properly incorporating learning contents into game scenarios, an experiential game-based learning approach might foster students' motivation to learn through experience. In addition, the experiential game-based approach is a learning method with great potential for motivating students and stimulating their willingness to engage in continuous and constant learning. Thus, in this study, an experiential digital game has been developed and presented to a fifth grade class learning the Analects of Confucius at an elementary school in Taipei city. An experiment was conducted to evaluate the effectiveness of the proposed approach by situating the experimental group in an experiential game-based learning scenario, while the control group learned with a conventional technology-enhanced learning system. The experimental results showed that the proposed approach effectively enhanced the students' learning effects in terms of their learning motivation, deep learning strategy and acceptance of the technology. As a consequence, it is concluded that an experiential digital game-based learning approach can help students understand the conception and meaning of learning, which is important for them to become life-long learners with positive learning attitudes. [ABSTRACT FROM AUTHOR]
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- 2017
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16. Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns.
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Hwang, Gwo-Jen, Hsu, Ting-Chia, Lai, Chiu-Lin, and Hsueh, Ching-Jung
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FOREIGN language education , *SCHOLARS , *STUDENTS' conduct of life , *EDUCATIONAL games , *ACADEMIC achievement - Abstract
Scholars have indicated the importance of considering anxiety in language learning. They have also pointed out the potential of integrating learning content into gaming contexts. However, few have explored in-depth the learning processes in game-based learning environments while also taking students' learning anxiety into account. To address this issue, a problem-based English listening game was developed, and 77 ninth graders took part in the study by playing the game. A quasi-experiment was conducted to evaluate students' learning achievement, learning motivation and English anxiety. In addition, progressive sequential analysis was employed to explore the learning behavioral patterns of students with different levels of English anxiety. According to the three learning phases, it was found that the gaming approach benefited the students' learning achievement and motivation. Moreover, the students with higher levels of English anxiety progressively performed more complex learning and gaming behaviors in the gaming context, and had better learning achievement than those with lower levels of anxiety. [ABSTRACT FROM AUTHOR]
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- 2017
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17. Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies.
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Hwang, Gwo-Jen and Wang, Siang-Yi
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VOCABULARY education , *VIDEO games , *PSYCHOLOGY of students , *COGNITIVE load , *HUMAN-computer interaction , *ELEMENTARY education - Abstract
In this study, a situated computer game was implemented for engaging students in English vocabulary contexts. Furthermore, two test-item guiding approaches, the cloze and multiple-choice guiding strategies, were embedded in the game to serve as guidance for the students. To investigate the students’ performance and behaviors of learning English vocabulary with different guiding strategies, two classes of students were included to learn with the two approaches. The experimental results showed that the students using the game with the cloze guiding strategy had significantly better learning achievement with higher cognitive load than those learning with the multiple-choice guiding strategy. Moreover, from the behavioral pattern sequential analysis, it was found that the game with cloze item guidance engaged the students in both single loop situated learning (i.e., repeatedly trying to deal with the same set of learning tasks) and double-loop situated learning (i.e., trying to deal with the same learning tasks after reviewing relevant materials and adjusting their learning strategies). On the other hand, those using the game with multiple-choice item guidance only performed single-loop situated learning during the gaming process, meaning that they seldom reviewed relevant materials or adjusted their learning strategies before trying to solve the same learning tasks again. The findings imply that it is worth considering different test-item guiding approaches when developing English vocabulary games for future studies and applications. [ABSTRACT FROM AUTHOR]
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- 2016
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18. A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course.
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Lai, Chiu-Lin and Hwang, Gwo-Jen
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SELF regulation , *CLASSROOM environment , *FLIPPED classrooms , *ACADEMIC achievement , *MATHEMATICS education - Abstract
The flipped classroom is a well-recognized learning mode that enables effective practice and interactions among teachers and students in the class by switching the in-class instructional time and out-of-class practicing time. However, owing to their lack of self-regulated competence, most students might fail to browse and comprehend the instructional materials out of class by themselves. In this paper, a self-regulated flipped classroom approach is proposed to help students schedule their out-of-class time to effectively read and comprehend the learning content before class, such that they are capable of interacting with their peers and teachers in class for in-depth discussions. In order to evaluate the effectiveness of the proposed approach, a quasi-experimental design was employed in an elementary school Mathematics course. The experimental group students learned with the self-regulated flipped classroom approach, while the control group students learned with the conventional flipped classroom approach. The study was conducted using a quantitative approach. The instruments used were a performance test, and questionnaires of self-efficacy and self-regulation. The experimental results indicated that the post-test score of the experimental group was significantly higher than that of the control group. It was also found that the higher self-regulation students showed significantly different learning achievements when learning with different approaches, while there was no significant difference between lower self-regulation students with the different learning approaches. Moreover, the experimental group showed significantly higher self-efficacy than the control group. In addition, the learning log analysis results further showed that, conforming to the objective of the self-regulated strategy, the students would determine the goals for the next learning phase based on their current performance. To sum up, the findings of this study indicate that integrating the self-regulated strategy into flipped learning can improve students’ self-efficacy as well as their strategies of planning and using study time, and hence they can learn effectively and have better learning achievements. [ABSTRACT FROM AUTHOR]
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- 2016
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19. Technological solutions for promoting employees' knowledge levels and practical skills: An SVVR-based blended learning approach for professional training.
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Huang, Hsin, Hwang, Gwo-Jen, and Jong, Morris Siu-Yung
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BLENDED learning , *EDUCATIONAL technology , *CLASSROOM environment , *NURSES , *ONLINE education , *VIRTUAL classrooms , *VIDEO coding - Abstract
In professional training programs, how to help learners fully understand the contexts and problem-solving procedure in the workplace is a crucial and challenging issue. Due to the advancements of computer and multimedia technology, many professional training programs have applied technology to provide richer learning content. Blended learning is a learning approach combining online and physical courses. In the blended learning mode, learners can not only learn through multimedia teaching materials, but also interact and practice with teachers and students in online and physical classrooms. However, the conventional blended learning (C-BL) mode mainly presents teaching content through online videos and physical courses. In such a learning environment with one-way information transmission and without experience, it is not easy for most learners to experience the actual situations encountered in the professional training process, which affects their judgment and actual handling performance. In order to tackle this problem, this research adopted spherical video-based virtual reality (SVVR) technology and applied it in a general registered nurse (RN) training program via a blended learning mode. To verify the effects of this teaching approach, a quasi-experimental study was conducted in a RN training program in a large-scale hospital. The experimental group employed the SVVR-BL mode while the control group employed the C-BL mode. The results indicated that the SVVR-BL mode could not only improve learners' learning achievement, but also enhance their problem-solving tendency, meta-cognition tendency, and classroom engagement. The practical skills test results in the workplace further implied that, compared to the learners who adopted the C-BL mode, learners who adopted the SVVR-BL mode had better judgment, analysis, and overall performance of the handling process when encountering practical problems. As a result, SVVR-BL not only helped learners gain knowledge and improve their higher order thinking, but also assisted them in applying what they had learned to solve real problems. This result can serve as an important reference for SVVR-BL studies and the design of professional training programs in the future. • A VR-based blended learning approach for professional training is proposed. • A learning environment is implemented using SVVR technology. • An experiment was conducted in a professional training program. • The approach improved learners' problem-solving and meta-cognition. • The approach promoted learners' performance in solving real problems. [ABSTRACT FROM AUTHOR]
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- 2022
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20. A structured reflection-based graphic organizer approach for professional training: A technology-supported AQSR approach.
- Author
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Chang, Chun-Chun and Hwang, Gwo-Jen
- Subjects
- *
CONCEPT mapping , *PROFESSIONAL employees , *INTERACTIVE learning , *CASE studies , *PROBLEM solving - Abstract
The mission of professional training is to foster learners' abilities to perform analysis and to carry out problem-solving. During the process of professional training, how to promote learners' self-efficacy, re-organization, and reflection is the key to boosting their problem-solving abilities. However, conventional professional training programs tend to rely on teachers' elaboration of basic knowledge and cases. They also use graphical organizers for knowledge organization. The main focus of this learning method aims at promoting learners' memory and assisting their comprehension of the overall structure of the knowledge. However, learners who use this method often fail to develop a deep understanding of the relationship of different cases without additional supports. To solve this problem, this study proposed a technology-enhanced Annotation, Questioning, Summarization, and Reflection (AQSR) training approach which uses a graphic organizer to guide trainees to gain knowledge during the process of comprehending and organizing learning content. To evaluate the effectiveness of these strategies, a quasi-experiment was conducted to compare the performances of the AQSR-based graphic organizer approach and the conventional graphic organizer-based training. The participants were new nursing staff who were enrolled in two classes of a training program. From the experimental results, it was found that the nursing staff who used the AQSR training approach showed significantly better learning achievements and case analysis test scores as well as more positive learning attitudes than those who used the conventional graphic organizer-based training, showing the potential of the proposed approach for professional training. • A structured reflection-based concept mapping for professional training is proposed. • It consists of four stages: annotation, questioning, summarization, and reflection. • An experiment was conducted on a new nursing staff training program. • The approach improved the trainees' learning achievements and case analysis outcomes. • The approach improved the trainees' learning attitudes. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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21. An interactive peer-assessment criteria development approach to improving students' art design performance using handheld devices.
- Author
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Lai, Chiu-Lin and Hwang, Gwo-Jen
- Subjects
- *
PEER review of students , *POCKET computers , *CREATIVE ability , *WORKS of art in art , *CREATIVE ability testing , *ACADEMIC motivation - Abstract
Engaging students in higher order thinking such as evaluation and analysis has been recognized as being an important strategy for helping them develop knowledge and skills, in particular, in creativeness-oriented learning activities such as artwork design. In this paper, an interactive peer-assessment criteria development approach is proposed to help students develop assessment criteria, learn from viewing peers' work, and make reflections in artwork design activities using mobile devices. To evaluate the effectiveness of the proposed approach, an experiment was conducted in an elementary school art course. A total of 103 students participating in the experiment were assigned to an experimental group and a control group. The students in the experimental group learned with the proposed approach, while those in the control group learned with the conventional peer assessment approach. From the experimental results, it was found that the proposed approach significantly improved the students' learning achievement, learning motivation and meta-cognitive awareness, suggesting the effectiveness of engaging students in assessment criteria development in an interactive manner. [ABSTRACT FROM AUTHOR]
- Published
- 2015
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22. Development of a contextual decision-making game for improving students' learning performance in a health education course.
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Sung, Han-Yu, Hwang, Gwo-Jen, and Yen, Yi-Fang
- Subjects
- *
DECISION making , *CHOICE (Psychology) , *GAMES , *LEARNING , *COMPREHENSION - Abstract
Heath education is an important component of the curriculum for fostering children's correct health knowledge and good daily life habits. However, educators have indicated that most children might fail to realize the importance and meaning of health education content owing to the lack of authentic scenarios and daily life experience. With the advancement of computer technologies, researchers have tried to develop multimedia learning content in order to improve students' learning performance. Among various technology-enhanced learning alternatives, digital game-based learning has been recognized as a highly potential approach to motivating students. However, several previous studies have indicated that, without properly incorporating learning content into game scenarios, the effectiveness of digital game-based learning might not be as good as expected in comparison with conventional technology-enhanced learning. In this study, a contextual digital game was developed for improving students' learning performance in an elementary school health education course. A quasi experiment was conducted to evaluate the effectiveness of the proposed approach by situating the experimental group in the game-based learning scenario and the control group to learn with conventional e-books. The experimental results showed that the proposed approach not only improved the students' learning motivation, but also their learning achievement and problem-solving competences. Moreover, the significant two-way interaction suggested that the contextual game-based learning approach benefited the higher motivation students more than the lower motivation ones in terms of the advanced knowledge, showing the importance and potential of applying contextual games to health education activities. [ABSTRACT FROM AUTHOR]
- Published
- 2015
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23. A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses.
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Hwang, Gwo-Jen, Chiu, Li-Yu, and Chen, Chih-Hung
- Subjects
- *
INQUIRY-based learning , *SOCIAL sciences education in elementary schools , *PERFORMANCE in children , *SCHOOL children , *STUDENT engagement , *COMPUTERS in elementary education , *ACADEMIC motivation , *COGNITIVE styles in children - Abstract
Inquiry-based learning, an effective instructional strategy, can be in the form of a problem or task for triggering student engagement. However, how to situate students in meaningful inquiry activities remains to be settled, especially for social studies courses. In this study, a contextual educational computer game is developed to improve students' learning performance based on an inquiry-based learning strategy. An experiment has been conducted on an elementary school social studies course to evaluate the effects of the proposed approach on the inquiry-based learning performances of students with different learning styles. The experimental results indicate that the proposed approach effectively enhanced the students' learning effects in terms of their learning achievement, learning motivation, satisfaction degree and flow state. Furthermore, it is also found that the proposed approach benefited the “active” learning style students more than the “reflective” style students in terms of learning achievement. This suggests the need to provide additional supports to students with particular learning styles in the future. [ABSTRACT FROM AUTHOR]
- Published
- 2015
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- View/download PDF
24. An Augmented Reality-based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities.
- Author
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Chiang, Tosti H. C., Yang, Stephen J. H., and Hwang, Gwo-Jen
- Subjects
MOBILE learning ,AUGMENTED reality ,VIRTUAL reality in education ,ACADEMIC motivation ,NATURAL history education ,INQUIRY-based learning - Abstract
In this study, an augmented reality-based mobile learning system is proposed for conducting inquiry-based learning activities. An experiment has been conducted to examine the effectiveness of the proposed approach in terms of learning achievements and motivations. The subjects were 57 fourth graders from two classes taught by the same teacher in an elementary school in northern Taiwan. The experimental results showed that the proposed approach is able to improve the students' learning achievements. Moreover, it was found that the students who learned with the augmented reality-based mobile learning approach showed significantly higher motivations in the attention, confidence, and relevance dimensions than those who learned with the conventional inquiry-based mobile learning approach. [ABSTRACT FROM AUTHOR]
- Published
- 2014
25. A prompt-based annotation approach to conducting mobile learning activities for architecture design courses.
- Author
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Sung, Han-Yu, Hwang, Gwo-Jen, Liu, Shih-Yu, and Chiu, I-hsu
- Subjects
- *
ARCHITECTURAL design education , *MOBILE learning , *EDUCATIONAL technology research , *TEACHING methods research , *ACADEMIC achievement research , *LEARNING - Abstract
Abstract: In this study, a prompt-based annotation approach is proposed for developing mobile learning systems for architecture design courses. To evaluate the effectiveness of the proposed approach, an experiment was conducted by assigning 56 freshmen randomly to an experimental group and a control group. The students in the experimental group adopted the mobile learning approach with a prompt-based annotation strategy, while those in the control group learned with the conventional in-field instruction and annotations. From the experimental results, it was found that the proposed prompt-based annotation strategy not only promoted the students' self-efficacy, but also improved their learning achievements. In the meantime, it is interesting to find that the experimental group students had medium cognitive load during the field trip, while the control group had rather low cognitive load. This implies that the prompt-based annotation approach engaged the students in mobile learning tasks with reasonable challenges and efforts. [Copyright &y& Elsevier]
- Published
- 2014
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26. Effects of an integrated concept mapping and web-based problem-solving approach on students' learning achievements, perceptions and cognitive loads.
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Hwang, Gwo-Jen, Kuo, Fan-Ray, Chen, Nian-Shing, and Ho, Hsueh-Ju
- Subjects
- *
CONCEPT mapping , *PROBLEM solving , *ONLINE education , *ACADEMIC achievement , *LEARNING , *COGNITIVE ability , *COMPUTER network resources - Abstract
Although students could effectively search for web data with proper keywords and select web pages related to the studied core issue, however summarizing or organizing the retrieved information remains a difficult task for them. Concept mapping is known to be an effective knowledge construction tool for helping learners organize important concepts related to a core issue. To address the problem, an integrated concept mapping and web-based problem-solving environment, CM-Quest, has been developed; moreover, an experiment has been conducted to evaluate the effectiveness of the approach on students' learning performance, learning satisfaction and cognitive load in an elementary school social studies course. The results show that the concept map-integrated approach can significantly enhance the students' web-based problem-solving performance, although the students showed lower degrees of technology acceptance and learning satisfaction in comparison with the conventional web-based problem-solving approach. Moreover, it is found that the students in the concept mapping group revealed higher cognitive loads than those in the control group, which could be the factor contributing to the lower technology acceptance degree and learning satisfaction. As a consequence, it is concluded that the integrated concept mapping and web-based problem-solving approach is helpful to students in guiding them to learn in a more effective way. On the other hand, it remains an open issue to find a suitable way of integrating concept maps into the learning process without introducing too much extra cognitive load so as to promote students' acceptance degree of using technology for better learning. [Copyright &y& Elsevier]
- Published
- 2014
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27. A concept map-embedded educational computer game for improving students' learning performance in natural science courses.
- Author
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Hwang, Gwo-Jen, Yang, Li-Hsueh, and Wang, Sheng-Yuan
- Subjects
- *
COMPUTERS in education , *EDUCATIONAL games , *CONCEPT mapping , *ACTIVITY programs in natural history education , *LEARNING assessment , *STUDENT attitudes - Abstract
Many recent studies have reported the benefits of educational computer games in promoting students' learning motivations. On the other hand, however, the effect of digital game-based learning in improving students' learning performance has been questioned. Several previous studies have reported that without properly integrating learning strategies into gaming scenarios, the effectiveness of educational computer games could be limited, or may be even worse than that of the conventional technology-enhanced learning approach. In this study, a concept map-embedded gaming approach is proposed for developing educational computer games by integrating concept mapping as part of the gaming scenarios to help students organize what they have learned during the game-based learning process. Moreover, a role-playing game has been developed for an elementary school natural science course based on the proposed approach. From the experimental results, it is found that the concept map-embedded gaming approach can significantly improve the students' learning achievement and decrease their cognitive load. Moreover, the students who learned with the proposed approach revealed a significantly higher degree of perceived usefulness than those who learned with the conventional game-based learning approach. [Copyright &y& Elsevier]
- Published
- 2013
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28. A personalized recommendation-based mobile learning approach to improving the reading performance of EFL students
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Hsu, Ching-Kun, Hwang, Gwo-Jen, and Chang, Chih-Kai
- Subjects
- *
NOTETAKING , *MOBILE learning , *ENGLISH as a foreign language , *ANNOTATIONS , *ENGLISH literature education , *EDUCATIONAL technology , *COMPUTER software - Abstract
In this paper, a personalized recommendation-based mobile language learning approach is proposed. A mobile learning system has been developed based on the approach by providing a reading material recommendation mechanism for guiding EFL (English as Foreign Language) students to read articles that match their preferences and knowledge levels, and a reading annotation module that enables students to take notes of English vocabulary translations for the reading content in individual or shared annotation mode. To evaluate the effectiveness of the proposed approach, an experiment was conducted on a senior high school English course by assigning three classes of students to two experimental groups and a control group. One experimental group learned with the recommendation system with the individual annotation function, the other experimental group learned with the recommendation system with the shared annotation function, while the students in the control group learned with the individual annotation function, but without the recommendation system. The experimental results show that both experimental groups outperformed the control group, but there was no difference in learning outcome between the two experimental groups in terms of learning achievements. [Copyright &y& Elsevier]
- Published
- 2013
- Full Text
- View/download PDF
29. A collaborative game-based learning approach to improving students' learning performance in science courses
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Sung, Han-Yu and Hwang, Gwo-Jen
- Subjects
- *
EDUCATIONAL games , *ACADEMIC motivation , *STUDENT attitudes , *TEACHING aids , *ENVIRONMENTAL sciences education , *SCIENCE education (Elementary) , *SELF-efficacy in students , *ACADEMIC achievement research - Abstract
In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science course to examine the students'' performance in terms of their learning attitudes, learning motivation, self-efficacy and learning achievements. From the experimental results, it is found that the Mindtool-integrated collaborative educational game not only benefits the students in promoting their learning attitudes and learning motivation, but also improves their learning achievement and self-efficacy owing to the provision of the knowledge organizing and sharing facility embedded in the collaborative gaming environment. [Copyright &y& Elsevier]
- Published
- 2013
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30. A cognitive component analysis approach for developing game-based spatial learning tools
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Hung, Pi-Hsia, Hwang, Gwo-Jen, Lee, Yueh-Hsun, and Su, I-Hsiang
- Subjects
- *
SPATIAL ability , *MATHEMATICAL ability , *PERFORMANCE tasks (Education) , *PROBLEM solving , *COGNITIVE analysis , *TEACHING methods , *MATHEMATICS education (Elementary) , *ACADEMIC achievement - Abstract
Spatial ability has been recognized as one of the most important factors affecting the mathematical performance of students. Previous studies on spatial learning have mainly focused on developing strategies to shorten the problem-solving time of learners for very specific learning tasks. Such an approach usually has limited effects on improving the mathematical performance of students. In this study, a cognitive analysis approach is proposed for developing spatial learning tools by taking game characteristics into consideration. Moreover, the validation of the cognitive components of the spatial sense test for constructing two different kinds of intervention is verified, and the effects of the interventions are compared. To evaluate the performance of the proposed approach, an experiment was conducted on the mathematics course of an elementary school. The experimental results show that the spatial learning tool promotes not only the learning achievement, but also the spatial sense of the students. [Copyright &y& Elsevier]
- Published
- 2012
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31. A hybrid approach to promoting students’ web-based problem-solving competence and learning attitude
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Kuo, Fan-Ray, Hwang, Gwo-Jen, and Lee, Chun-Chia
- Subjects
- *
PROBLEM solving , *COGNITIVE apprenticeship , *COLLABORATIVE learning , *ONLINE education , *BLENDED learning , *CONVENTIONAL instruction , *COGNITIVE ability , *EFFECTIVE teaching - Abstract
Fostering problem-solving abilities has long been recognized as an important issue in education; however, past studies have shown that it is difficult and challenging to find effective learning strategies or tools for improving students’ problem-solving abilities. To cope with this problem, in this study, a hybrid approach that integrates the cognitive apprenticeship model with the collaborative learning strategy is proposed for conducting web-based problem-solving activities. Students’ problem-solving performance is examined in such a hybrid learning context. Furthermore, past studies indicate that cognitive load could affect learners’ performance; thus, the influence of cognitive load on students’ problem-solving effectiveness with this new approach is investigated in depth. The experimental results show that middle- and low-achievement students in the experimental group gained significant benefits from the hybrid approach in comparison with those who learned with the traditional approach. Accordingly, a discussion of how to accommodate the needs of different learning ability groups is provided. [Copyright &y& Elsevier]
- Published
- 2012
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32. An interactive concept map approach to supporting mobile learning activities for natural science courses
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Hwang, Gwo-Jen, Wu, Po-Han, and Ke, Hui-Ru
- Subjects
- *
MOBILE learning , *NATURAL history education , *CONCEPT mapping , *ACADEMIC achievement , *TEACHING methods , *ELEMENTARY education research - Abstract
Mobile and wireless communication technologies not only enable anytime and anywhere learning, but also provide the opportunity to develop learning environments that combine real-world and digital-world resources. Nevertheless, researchers have indicated that, without effective tools for helping students organize their observations in the field, the mobile learning performance could be disappointing. To cope with this problem, this study proposes an interactive concept map-oriented approach for supporting mobile learning activities. An experiment has been conducted on an elementary school natural science course to evaluate the effectiveness of the proposed method. The experimental results show that the proposed approach not only enhances learning attitudes, but also improves the learning achievements of the students. [Copyright &y& Elsevier]
- Published
- 2011
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33. A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students
- Author
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Hwang, Gwo-Jen and Chang, Hsun-Fang
- Subjects
- *
MOBILE learning , *CURRICULUM planning , *FORMATIVE tests , *ACADEMIC achievement , *STUDENT attitudes , *TIME on task (Education) , *EDUCATION - Abstract
The advancement of mobile and wireless communication technologies has encouraged an increasing number of studies concerning mobile learning, in which students are able to learn via mobile devices without being limited by space and time; in particular, the students can be situated in a real-world scenario associated with the learning content. Although such an approach seems interesting to the students, researchers have emphasized the need for well-designed learning support in order to improve the students’ learning achievements. Therefore, it has become an important issue to develop methodologies or tools to assist the students to learn in a mobile learning environment. Based on this perspective, this study proposes a formative assessment-based approach for improving the learning achievements of students in a mobile learning environment. A mobile learning environment has been developed based on this approach, and an experiment on a local culture course has been conducted in southern Taiwan to evaluate its effectiveness. The experimental results show that the proposed approach not only promotes the students’ learning interest and attitude, but also improves their learning achievement. [Copyright &y& Elsevier]
- Published
- 2011
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34. An auto-scoring mechanism for evaluating problem-solving ability in a web-based learning environment
- Author
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Chiou, Chuang-Kai, Hwang, Gwo-Jen, and Tseng, Judy C.R.
- Subjects
- *
EXPERT systems , *EVALUATION methodology , *LEARNING strategies , *TEACHING methods , *PROBLEM solving , *ONLINE education - Abstract
The rapid development of computer and network technologies has attracted researchers to investigate strategies for and the effects of applying information technologies in learning activities; simultaneously, learning environments have been developed to record the learning portfolios of students seeking web information for problem-solving. Although previous research has demonstrated the benefits of applying information technologies to learning activities, the difficulties in doing so have also been revealed. One of the major difficulties is the lack of a mechanism to assist teachers in evaluating the problem-solving ability of the students, such that constructive suggestions can be given to the students, and tutoring strategies can be improved accordingly. To cope with this problem, in this paper, an auto-scoring mechanism is developed to analyze the various information searching abilities of individual students. Indicators of information searching ability (ISA) are proposed based on the famous Big6 model and are adopted in our auto-scoring mechanism. Moreover, two experiments have been conducted to demonstrate the effectiveness of this innovative approach. The experimental results show high correlation between the scores of the auto-scoring mechanism and the manual scoring. Moreover, the feedbacks from 158 teachers also show that the innovative approach is highly accepted by the teachers. [Copyright &y& Elsevier]
- Published
- 2009
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- View/download PDF
35. A web-based programming learning environment to support cognitive development
- Author
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Hwang, Wu-Yuin, Wang, Chin-Yu, Hwang, Gwo-Jen, Huang, Yueh-Min, and Huang, Susan
- Subjects
INTERNET in education ,TEACHING aids ,STRATEGIC planning ,COMPUTER assisted instruction - Abstract
Abstract: Web-based programming has become a popular and vital issue in recent years. The rapid growth of various applications not only demonstrates the importance of web-based programming, but also reveals the difficulty of training relevant skills. The difficulty is owing to the lack of facilities such as online coding, debugging and peer help to assist the students in promoting their cognitive development in web-based programming. To cope with these problems, in this paper, a web-based programming assisted system, “WPAS”, is proposed, which is able to support five programming activities with various difficulty levels of cognition based on Bloom’s cognitive taxonomy. WPAS provides online coding, debugging and annotation tools to conduct the training and peer assessment for web-based programming. Experimental results of 47 undergraduate students show that the innovative approach is helpful to the students in improving their cognitive development in Web-based programming. In addition, according to the results of the questionnaire, most of the participants perceived the ease of use and usefulness of the proposed system. Therefore, this study suggests that teachers could design Web-based programming activities supported by the WPAS system to improve students’ cognitive development in web-based programming. [Copyright &y& Elsevier]
- Published
- 2008
- Full Text
- View/download PDF
36. Effects of a concept mapping-based two-tier test strategy on students' digital game-based learning performances and behavioral patterns.
- Author
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Li, Feng-Ying, Hwang, Gwo-Jen, Chen, Pei-Ying, and Lin, Yu-Jung
- Subjects
- *
CONCEPT mapping , *ACADEMIC achievement , *COGNITIVE load , *CONCEPT learning , *LEARNING strategies , *DIGITAL learning - Abstract
This study explored the effects of a Concept Mapping-based Two-tier Test Gaming (CM-TTG) approach on learning achievement. Specifically, the two-tier test was employed as a learning diagnosis tool, and concept maps were utilized as the learning strategies to improve the students' learning achievement. To investigate the effectiveness of the proposed approach, a quasi-experimental design was applied to compare the learning achievement, learning motivation, flow experience, and cognitive loads of ninth-grade students using the CM-TTG approach and those using the conventional two-tier test-based gaming approach; moreover, the behavioral patterns of the experimental group and the control group using the different approaches as well as low- and high-achievers in the CM-TTG were analyzed as well. The results of the study showed that the concept-mapping strategy used with the two-tier test digital game-based learning could significantly improve the students' learning achievement. There were no significant differences in the learning motivation, flow experience, or cognitive loads of the two groups. Besides, the average scores of the two groups' learning motivation and flow experience were above 3.0, and those of their cognitive load ratings were below 3.0. It is inferred that the CM-TTG approach did not have a significant impact on the students' cognitive load, learning motivation, or flow experience. However, an examination of the participants' learning behavior patterns in the experimental group revealed that there were distinct differences between high-achieving and low-achieving students, as the former would actively build connections between concept maps and learning tasks to help them achieve the learning goals, while the low-achieving students would feel lost in the game without enforced instructions. Finally, through interviews, we analyzed and synthesized key factors impacting the students' learning achievements with the CM-TTG approach to serve as a reference for future research. [Display omitted] • A Concept Mapping-based Two-tier Test Gaming approach was proposed. • A quasi-experimental design was applied to examine ninth-grade students. • Students' learning motivation, flow experience, and cognitive loads were probed. • The proposed approach significantly improved the students' learning achievement. • The students' learning behavior patterns were analyzed and compared. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
37. Facilitating critical thinking in decision making-based professional training: An online interactive peer-review approach in a flipped learning context.
- Author
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Lin, Hui-Chen, Hwang, Gwo-Jen, Chang, Shao-Chen, and Hsu, Yaw-Don
- Subjects
- *
CRITICAL thinking , *INTERACTIVE learning , *STUDENT health , *ONLINE education , *ACADEMIC achievement - Abstract
Designing activities for learners to deal with problems and cultivate their higher order thinking is critical in professional training. Peer review is to allow a group of learners with similar abilities and knowledge background to promote their higher order thinking and reflective thinking through mutual observation and comments. However, in the conventional peer-review approach, the interaction between assessors and assessees is one-way. That is, assessors cannot receive any responses from assessees, so they have no opportunity to reflect on their comments. The online interactive peer-review approach aims to enable assessees to express their points of view and to allow assessors to understand whether their ratings and comments are accurate or helpful to assessees. During the interaction, both assessors and assessees have the opportunity for reflection, which then promotes the quality of ratings and comments and facilitates their learning effectiveness and critical thinking. The present study developed an online interactive peer-review system and applied it to the health assessment learning course for nurse practitioners (NP). An experiment was designed to explore the effects of different online peer-review approaches on NP students' learning achievement and higher order thinking. Also, the study recorded the students' peer-review content and analyzed its effects on the quality of their peer review. The experimental group adopted the online interactive peer-review approach, while the control group adopted the conventional online peer-review approach in a flipped learning context. The results indicated that integrating the online interactive peer-review learning approach could not only strengthen the NP students' knowledge and clinical skills, but could also significantly improve their critical thinking tendency and reflective thinking. Moreover, based on the analytic findings of the peer-review content, students using the online interactive peer-review approach were better able to significantly address more specific suggestions to assist their peers in improving their health assessment performance than those using the conventional online peer-review approach. • An online interactive peer-review approach was proposed. • The approach aimed to promote students' performance in decision-making tasks. • An experiment was conducted in a health assessment skills training course. • The approach improved the performance of students' health assessment skills. • The approach improved the students' reflection and peer-assessment quality. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
38. Effects of a social regulation-based online learning framework on students' learning achievements and behaviors in mathematics.
- Author
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Hwang, Gwo-Jen, Wang, Sheng-Yuan, and Lai, Chiu-Lin
- Subjects
- *
ONLINE education , *CONTROL groups , *SOCIAL learning , *SELF-regulated learning , *GOAL (Psychology) , *WORD problems (Mathematics) - Abstract
Most university degrees often require students to demonstrate proficiency in mathematics, which is the basic requirement in many fields, such as science, engineering, or technology. Mathematical knowledge is so common as to be essential in higher education. Although mathematical skills are crucial to the success of study in many domains, a large number of students are not willing to study related courses. Anxiety and pressure triggered by previous failures in mathematic learning are considered as the reason. The online learning environment provides students with opportunities to exchange opinions with others and facilitate their self-regulated learning. Scholars believe that the learning performances of students can be enhanced if they make reference to other students' learning strategies during the study process. The practice of making references to other students' learning strategies and mutually monitoring each other during the study process is called social regulation. The study efficiency of social regulation in learning mathematics will need to be verified. This study has adopted a social regulation-based online learning approach for assisting students in achieving learning goals with peers' power. At the same time, this study conducted an experiment with an experimental group and a control group. The social regulation-based online learning approach was used by the experimental group while the conventional self-regulated learning approach was used by the control group. According to the results, the social regulation-based online learning approach enhances students' learning achievements and learning motivations in mathematics. Based on the results of the sequential pattern analysis for investigating the online learning behaviors of the two groups of students, students who use the social regulation-based online learning approach have more positive online learning behaviors, such as reading the supplementary materials regarding the wrongly answered questions and revising the notes. On the contrary, students who use the conventional self-regulated learning approach only pay attention to the results of tests and feedback provided by their teacher. They seldom have behaviors of looking at the supplementary materials, adding or deleting notes. With the above verification, the developed system of this study not only enhances students' learning performances, but also guides them to have more meaningful learning behaviors in mathematics. • A social regulation-based online learning approach is proposed. • An experiment was conducted to evaluated the performance of the learning approach. • The approach has been applied to a high school math course. • The approach improved the students' learning achievement and learning motivation. • The approach stimulated students to have more positive learning behaviors. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
39. Facilitating EFL students' English grammar learning performance and behaviors: A contextual gaming approach.
- Author
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Lin, Chi-Jen, Hwang, Gwo-Jen, Fu, Qing-Ke, and Cao, Ya-Han
- Subjects
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ENGLISH grammar , *CONTEXTUAL learning , *MOBILE learning , *COLLEGE freshmen , *ENGLISH as a foreign language , *INTERACTIVE learning - Abstract
The educational value of digital game-based language learning has aroused attention in the English language teaching field. Among all language-specific skills, grammar is seldom addressed in game-based language learning, despite the fact that learning grammar is one of the challenging tasks for English as a Foreign Language (EFL) students. Learners often lack the motivation and enthusiasm to learn and pursue goals for using target grammar in authentic contexts relevant to their lives. The contextual gaming approach could therefore be a potential strategy to provide a springboard for practice and personalization. Thus, to inspire learners and to provide a meaningful English learning context, a contextual game-based learning approach was proposed and presented to an EFL grammar course for first-year college students in a northern Taiwanese university. The treatment was conducted to evaluate the effectiveness and game learning behaviors of the proposed learning approach by situating the experimental group in a contextual game-based learning approach, while the control group learned with a conventional technology-assisted English learning approach. The results revealed that the experimental group's contextual error rate was significantly lower than that of the control group. Analysis of their game learning behaviors further showed differences in the high- and low-achievers' behavior patterns according to Halliday's functions of language development. Some guiding strategies are suggested for low-achievers in future game-based English grammar instruction and research. • A contextual game-based learning approach was proposed. • The experimental group' contextual grammar error rate was significantly decreased. • High-achievers usually tried to collect and apply information to resolve problems. • Low-achievers usually tended to use surface-layer strategies. • Several suggestions for this line of research are proposed. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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40. From design to reflection: Effects of peer-scoring and comments on students' behavioral patterns and learning outcomes in musical theater performance.
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Chen, I-Ching, Hwang, Gwo-Jen, Lai, Chiu-Lin, and Wang, Wei-Chun
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PSYCHOLOGICAL feedback , *MUSICAL theater , *MUSICAL performance , *PEER review of students , *BEHAVIORAL assessment , *MUSICAL intervals & scales - Abstract
Peer assessment has been regarded as an effective strategy that encourages students to compare and make reflections by reviewing peers' work. Many studies have indicated that students' learning performance improved as a result of integrating the peer assessment mode. Some researchers have been interested in what students do and what they say during peer assessment, and others have also been concerned about the correlation between the qualitative content and students' learning performance. The aim of this study was to investigate students' peer assessment behaviors, and the relationship between their behaviors and their learning performance. Therefore, an online peer assessment learning platform was developed and integrated into a musical theater course in a university in Taiwan. There were three peer assessment modes, namely peer scoring, peer commenting, and peer scoring and commenting. Three classes of students each used one of the three different peer assessment modes. The experimental results showed that the students who learned with the peer scoring and commenting mode improved their musical theater performance; in addition, they provided more critical feedback and performed more behaviors of reading the rubrics, watching example videos, watching peers' work, and reading peers' feedback. Students who learned with the peer scoring mode performed more repeated behaviors of evaluating peers' works, but few behaviors related to viewing others' comments or reading the rubrics were found. Lastly, the students who learned with the peer commenting mode did not perform better compared with those who learned with the other two modes. However, their learning motivation was the highest, and they performed more behaviors of viewing peers' feedback and peers' works. This indicates that the students who learned with the peer commenting mode focused more on the feedback provided by their peers. To sum up, the integrated peer assessment mode that guided students to score and provide comments was an effective learning approach that improved their musical theater skills and led them to perform more complex behaviors than the other two peer assessment modes (i.e., peer scoring or peer commenting). The major contribution of the present study is to perceive peer assessment from the perspectives of both performance and behaviors. Moreover, the findings can be generalized to other courses that engage students in similar forms of assessment where they are viewing videos of each other's practical performance. • An online peer assessment platform was developed for a musical theater course. • The students' learning performance and peer assessment behaviors were investigated. • The peer scoring and commenting mode can improve students' musical theater skills. • Students who learned with peer scoring and commenting performed complex behaviors. • Students who learned with peer scoring and commenting gave more critical feedback. [ABSTRACT FROM AUTHOR]
- Published
- 2020
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41. Effects of a multi-level concept mapping-based question-posing approach on students' ubiquitous learning performance and perceptions.
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Hwang, Gwo-Jen, Zou, Di, and Lin, Jiang
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CONCEPT mapping , *LEARNING , *COGNITIVE load , *KNOWLEDGE representation (Information theory) , *SENSORY perception , *LEARNING strategies - Abstract
The literature indicates that the use of mobile devices, wireless communication and sensing techniques can enhance students' learning in authentic environments and improve their learning effectiveness. Good learning strategy guides are essential for successful inquiry learning, and the question-posing strategy has been acknowledged as a type of high-level cognitive strategy that plays an important role in facilitating students' knowledge integration in the inquiry learning process. However, question posing seems challenging for many students and may lead to heavy cognitive load when appropriate scaffolding is not available. To solve this problem, the present research imported a concept mapping knowledge representation model as an auxiliary strategy for question-posing activities based on the research finding that visual knowledge representations are conducive to high-order thinking. It also developed a ubiquitous learning system which integrated multilevel concept mapping and question-posing strategy guidance to investigate the application effects of this learning model. A quasi-experimental design was applied, and an experiment was conducted to measure 5th graders' learning of a plant unit of the natural science curriculum. Students in the experimental group learned with the proposed ubiquitous learning system based on the multilevel concept mapping and question-posing approach, while those in the control group learned with the ubiquitous learning system based on the question-posing approach. The results showed that the students in the experimental group significantly outperformed those in the control group from the perspectives of learning achievement and question-posing performance, but no significance was found in their cognitive load, meta-cognitive awareness, and science learning strategies. • The concept mapping-based question-posing approach promotes effective learning. • The concept mapping-based question-posing approach lowers cognitive load. • The concept mapping-based question-posing approach motivates learning. • Scaffolding question posing with concept mapping increases question-posing quality. [ABSTRACT FROM AUTHOR]
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- 2020
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42. Impacts of a mind mapping-based contextual gaming approach on EFL students' writing performance, learning perceptions and generative uses in an English course.
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Fu, Qing-Ke, Lin, Chi-Jen, Hwang, Gwo-Jen, and Zhang, Lixin
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CONTEXTUAL learning , *SENSORY perception , *MIND & body , *SCHOOL schedules , *INTERACTIVE learning , *MOLECULAR biology - Abstract
To situate students in authentic English learning and practicing contexts so as to facilitate their writing performance, in this study, a mind mapping-based contextual gaming approach was proposed. A quasi-experiment was implemented by recruiting two English tourism classes of students from a university of science and technology in northern Taiwan. One class was scheduled to learn with the proposed approach, and the other was arranged to learn with the conventional contextual gaming approach. The students' writing performance, learning perceptions and generative uses were measured to evaluate the effectiveness of the proposed approach. It was found that, compared to the control group students; the experimental group students who learned with the proposed learning approach had better writing performance in the aspects of fluency and elaboration with a small effect size. Additionally, it was found that most students considered the game to be beneficial and interesting, and they were in favor of the mind mapping strategy. Moreover, it was also found that the proposed learning approach is more likely to help students produce positive thoughts and feelings, generate diverse ideas, create a sense of exoticism and express actions or intent of actions. Finally, the limitations of the study and some suggestions for improvement of this proposed gaming learning environment and approaches are provided. • A mind mapping-based contextual gaming approach was proposed. • An experiment was conducted to evaluate the performance of the proposed approach. • The approach has been applied to an English tourism course. • The approach improved the students' writing performance and language use. • Some suggestions for improvement of this proposed approach are provided. [ABSTRACT FROM AUTHOR]
- Published
- 2019
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43. Trends and research issues of mobile learning studies in nursing education: A review of academic publications from 1971 to 2016.
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Chang, Ching-Yi, Lai, Chiu-Lin, and Hwang, Gwo-Jen
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NURSING education , *MOBILE learning , *EDUCATION periodicals , *PERIODICAL publishing , *EDUCATION policy - Abstract
In the past decades, the issues related to mobile learning have been widely discussed around the globe; however, the development and trends of applying mobile technologies in nursing education still lack systematic analysis. In this study, a meta review of the studies published in academic journals from 1971 to 2016 was conducted to analyze the application domains, subjects, adopted learning strategies, investigated research issues and findings of mobile technology-supported nursing education. From the review results, it was found that the use of mobile technologies in nursing education and training have made great progress in the past decades. In addition to the changes in mobile technologies and the increasing number of mobile learning studies in nursing education, the subjects and research issues have also become more diverse in recent years. It was also found that mobile learning has mainly been applied to the training of basic nursing concepts and skills as well as to long-term care and obstetrics and gynecology, while few or even no studies are related to other nursing education domains. In addition, several widely adopted mobile learning strategies, such as inquiry-based learning, contextual mobile learning, snychronous sharing, Mindtools, project-based learning and peer assessment, have seldom been adopted in mobile nursing education. This also reflects the fact that most of these studies focused on skills training and basic knowledge comprehension, while few were conducted in the domains aimed at fostering learners' higher order thinking competences, such as problem solving or critical thinking. On the other hand, it was found that the number of studies using an experimental design has increased in recent years; moreover, most studies reported the learners’ cognitive performance and perceptions, while their learning behaviors were seldom analyzed. Accordingly, the research trends and potential research issues of mobile nursing education are proposed as a reference for researchers, instructors and policy makers. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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44. Effects of different online peer-feedback approaches on students' performance skills, motivation and self-efficacy in a dance course.
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Hsia, Lu-Ho, Huang, Iwen, and Hwang, Gwo-Jen
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ONLINE comments , *PEERS , *PSYCHOLOGICAL feedback , *PSYCHOLOGY of students , *SELF-efficacy , *DANCE education - Abstract
It has become common practice to video record students' in-class dance moves. Such a teaching strategy is able to help students reflect on their dance performance by providing them with visualized feedback. Therefore, in this study, an online peer-feedback system for dance education has been developed in order to compare the effects of different modes of online peer-feedback on students' dance skills performance, learning motivation, self-efficacy, peer review quality, peer assessment correctness, and online learning behaviors. Moreover, interviews were also conducted to elicit the students' opinions regarding this teaching method. The participants were 100 college students from three classes who learned with different online peer-feedback modes: videos with peer comments, videos with peer ratings, and videos with a mixed mode (i.e., peer ratings plus peer comments). A 12-week experiment was conducted to evaluate the performances of the three approaches. The experimental results show that, in terms of dance skills, peer ratings could improve the students' group performance, while the mixed mode improved individuals' learning performance. In terms of learning motivation and self-efficacy, the correlation analysis shows that the students' intrinsic motivation, self-efficacy and dance skill performance were positively correlated. Via analyzing the peer feedback content, it was found that the feedback provided by the mixed mode group was of better quality than that provided by the “peer comments” group; that is, the former provided more detailed feedback to individuals than the latter. Furthermore, it was found that the scores provided by the mixed mode group were highly related to those provided by the teachers, while those provided by the “peer ratings” group were not. The online user behavior analysis further shows that the integration of peer commenting and peer rating is able to promote students' willingness to participate in online learning activities. The interview results also confirm these findings. To sum up, the integration of both peer rating and peer comments is an effective approach that can meet the students' expectations and help them improve their dance skills, peer-feedback quality, peer-scoring correctness as well as their willingness to participate in online learning activities. [ABSTRACT FROM AUTHOR]
- Published
- 2016
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45. A metaphor-based robot programming approach to facilitating young children's computational thinking and positive learning behaviors.
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Zhang, Xinli, Chen, Yuchen, Hu, Lailin, Bao, Yiwei, Tu, Yun-Fang, and Hwang, Gwo-Jen
- Abstract
In the artificial intelligence age, cultivating young children's computational thinking (CT) has sparked tremendous attention. Programmable robotics is a developmental-appropriate and screen-free means that provides young children with great opportunities to learn programming and develop CT. However, it is reported that young children might have difficulties learning abstract CT concepts. As a helpful pedagogical facilitator, metaphors can help turn abstract concepts into more concrete and clear concepts that learners are familiar with. Therefore, this research proposed a metaphor-based robot programming (MRP) approach and explored its impact on young children's CT and behavioral patterns. A total of 118 children aged 5–6 were recruited in this experiment with two conditions: the experimental group adopted the metaphor-based robot programming (MRP) approach while the control group used the conventional robot programming (CRP) approach. Results revealed that children who adopted the MRP approach outperformed children who adopted the CRP approach on CT. In addition, behavioral analysis indicated that the proposed MRP approach could facilitate children's superior learning performance and more positive learning behaviors, so as to help them achieve learning objectives. Accordingly, this study can provide insightful guidance and inspiration for future research on effective programming teaching and CT development for young children. • A metaphor-based robot programming approach was proposed. • The approach aimed to facilitate young children's computational thinking. • An experiment was conducted in a kindergarten. • The approach improved young children's computational thinking. • The approach improved young children's positive learning behaviors. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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46. Empowering the collective reflection-based argumentation mapping strategy to enhance students' argumentative speaking.
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Darmawansah, Darmawansah, Lin, Chi-Jen, and Hwang, Gwo-Jen
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PHILOSOPHY of education , *CRITICAL thinking , *EDUCATION theory , *ENGLISH as a foreign language , *LEARNING strategies - Abstract
It is crucial to design learning strategies for English as Foreign Language (EFL) learners in the context of proliferating and cultivating argumentative speaking. Argumentation mapping aims to provide a visual depiction of collaborative arguments in order to unravel students' engagement in constructing argumentative discussion. The employment of argumentation mapping is fundamental to maintaining students' virtual social practice. However, in the conventional argumentation mapping approach, the acquisition of argumentation skills does not yield successful argumentative dialogue-to-speaking practice. The collective reflection aims to promote a group of learners' reflective thinking and higher order thinking by way of collaborative tasks and group monitoring. This strategy allows students to reflect on their group works when dealing with argumentative knowledge. Hence, this study referred to the educational theory of collective reflection practice and proposed its practice in the Collective Reflection-based Argumentation Mapping (CR-AM) learning strategy. This strategy was applied to an EFL speaking course to enhance students' argumentative speaking. Twenty-four students were recruited as the CR-AM strategy group, with 22 in the conventional Argumentation Mapping (AM) strategy group. The findings indicated that the CR-AM learning strategy could significantly improve students' argumentative speaking performance and their lexical complexity. Although students' critical thinking was at an equivalent level in both groups, students' communication and collaboration tendencies were much higher in the CR-AM strategy group. Based on the argumentation mapping discourse, it was verified that instructing students to extend their activities of classifying collective arguments and monitoring group reflection could effectively support their engagement in argumentation mapping discourse and enhance their argumentation skill performance. • A collective reflection approach in argumentation mapping was proposed. • The approach aimed to enhance students' argumentative speaking based on argument schema theory. • An experiment was conducted in an EFL aural-oral drill course. • The approach improved students' argumentative speaking performance and lexical complexity. • The approach improved students' ill-structured discussion through argumentation mapping. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
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47. A creative thinking approach to enhancing the web-based problem solving performance of university students.
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Kuo, Fan-Ray, Chen, Nian-Shing, and Hwang, Gwo-Jen
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COLLEGE students , *INFORMATION & communication technologies , *CREATIVE thinking , *ONLINE education , *COLLEGE freshmen , *COGNITIVE styles , *ACTIVITY programs in higher education , *INTERNET in higher education - Abstract
Along with the advancement of information and communication technology, researchers have pointed out the necessity and challenges of developing effective instructional strategies to enhance students' web-based problem-solving performance, which refers to the ability of investigating a series of related problems via searching for, abstracting and summarizing information on the web. In this study, a creative thinking strategy is proposed to cope with this problem. Moreover, an experiment was conducted on 80 freshmen from two classes of a university to evaluate the effectiveness of the proposed approach. The experimental results show that the proposed approach improved the students' web-based problem solving performance in comparison with the conventional approach in terms of “problem finding” and “idea finding.” Moreover, it was found that the proposed approach could improve the “fact finding” performance of the students with intuitive-type cognitive style. Accordingly, some implications and suggestions are given for educators who attempt to conduct web-based problem-solving activity. [Copyright &y& Elsevier]
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- 2014
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48. From experience to empathy: An empathetic VR-based learning approach to improving EFL learners' empathy and writing performance.
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Guan, Jue-Qi, Ying, Shu-Fan, Zhang, Min-Li, and Hwang, Gwo-Jen
- Abstract
English as a foreign language (EFL) writing is vital in interpersonal and cross-cultural communication. Writing refers to a complicated, dispersed, dialogic, and mediated process of discovery and creation, generally considered to be one of the most challenging skills for EFL learners. Nowadays, some students struggle to create words that resonate with readers since they lack real-life experience and empathy cultivation. Virtual reality (VR) not only provides realistic experiences but is also known as the "ultimate empathy machine." Therefore, this study proposed an empathetic VR-based learning (E-VRL) approach to provide learners with access to authentic experiences and further promote learner empathy. To assess the validity of this approach, 63 junior high school students were recruited to participate in a quasi-experiment, and were randomly divided into an experimental group (EG) which used the E-VRL approach and a control group (CG) which used the VR-based learning (VRL) approach. The results showed that the E-VRL approach improved students' cognitive empathy and dialogic empathy more than the VRL approach. Additionally, it was found that students in the EG outperformed those in the CG in terms of the use of ideas and content, word choice, and voice in their writing. This study proves the efficacy of the presented E-VRL approach, and provides valuable insights for future research on the design of VR-based EFL writing activities and VR environments. • An empathetic VR-based learning approach for EFL writing is proposed. • An experiment was conducted in a junior middle school EFL writing class. • The approach improved EFL learners' cognitive empathy. • The approach improved EFL learners' dialogic empathy. • The approach promoted EFL learners' writing performance. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
49. Fostering motor skills in physical education: A mobile technology-supported ICRA flipped learning model.
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Lin, Yen-Nan, Hsia, Lu-Ho, and Hwang, Gwo-Jen
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MOBILE learning , *MOTOR ability , *PHYSICAL education , *PROBLEM solving , *SOCIAL interaction , *PHILOSOPHY of education , *VIDEOS - Abstract
In order to stimulate students' active participation and thirst for knowledge, researchers have attempted to integrate flipped learning into courses, which aims to solve the problems in the traditional stereotypical physical skills learning mode (e.g., imitation and repeated practice) as well as to increase peer and teacher-student interaction. However, most of the flipped learning approaches use text for knowledge transfer, and lack guidance for practicing skills. Hence, the present study referred to the educational theory of reflective practice, and proposed the Identification, Communication, Reflection, and Analysis (ICRA) learning strategy. This strategy was applied to badminton skill learning so as to develop a flipped learning approach more suitable for physical skill learning. A total of 35 students were recruited as the experimental group, which adopted the ICRA-based mobile flipped learning (ICRA-MFL) approach, while 39 students in the control group adopted the conventional mobile flipped learning (C-MFL) approach. The findings indicated that the ICRA-MFL approach could significantly enhance students' serve accuracy, serve quality, and self-reflection. Based on students' feedback, it was verified that instructing students to identify the crucial concepts, carry out peer interaction, observe their practice videos, as well as providing the criteria for objective analysis could effectively support students' self-reflection and enhance their learning performance. • A mobile flipped learning approach for physical education is proposed. • The approach is proposed based on reflective practice. • An experiment was conducted in a university badminton course. • The approach improved students' badminton serve accuracy and quality. • The approach improved students' self-reflection. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
50. Effects of teaching and learning styles on students’ reflection levels for ubiquitous learning
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Hsieh, Sheng-Wen, Jang, Yu-Ruei, Hwang, Gwo-Jen, and Chen, Nian-Shing
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TEACHING methods , *BRAINSTORMING , *ACTIVITY programs in ecology education , *COGNITIVE styles , *ANALYSIS of covariance , *FIFTH grade (Education) , *ELEMENTARY schools - Abstract
Abstract: Ubiquitous learning (u-learning), in conjunction with supports from the digital world, is recognized as an effective approach for situating students in real-world learning environments. Earlier studies concerning u-learning have mainly focused on investigating the learning attitudes and learning achievements of students, while the causations such as learning style and teaching style were usually ignored. This study aims to investigate the effects of teaching styles and learning styles on reflection levels of students within the context of u-learning. In particular, we investigated the teaching styles at the dimensions of brainstorming and instruction and recall and the learning styles at the dimensions of active and reflective learning. The experiment was conducted with 39 fifth grader students at an elementary school in southern Taiwan. A u-learning environment was established at a butterfly ecology garden to conduct experiments for natural science courses. The experimental results of one-way ANCOVA show that those students who received a matching teaching–learning style presented a significant improvement in their reflection level. That is, matching the learning styles of students with the appropriate teaching styles can significantly improve students’ reflection levels in a u-learning environment. [Copyright &y& Elsevier]
- Published
- 2011
- Full Text
- View/download PDF
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