Volume 1 Issue 8

Authors: Fang-Li Tseng; Jia-Jiunn Lo

Abstract: Vocabulary is essential for English learning. However, usually, English vocabulary learning is implemented with rote learning so that most students think it is boring and they seem to lack motivation to practice memorizing vocabulary. Researchers have applied digital game-based learning for English vocabulary learning. This study applied the concept of Bingo game to develop an online multiple-user digital game-based learning system for English vocabulary. It is expected to enhance student’s motivation for learning and memorizing English vocabulary.

Keywords: Game-based learning; English vocabulary learning; Bingo game

Doi:

Authors: Hao-Chiang Koong Lin; Min-Chai Hsieh

Abstract: In the study, by combining Augmented Reality (AR) with elementary learning materials, the researchers create a set of Ubiquitous Augmented Reality Digital Learning System (UARDLS) and design Augmented Reality 3D Digital Media teaching materials based on the content of textbooks. Teachers use URARDLS and proceed traditional teaching respectively. In order to evaluate whether AR teaching can inspire students’ learning motivation and effects, the researchers give elementary school students attainment tests which employs eyetracking devices to record and analyze their eyes movement in the AR teaching environment. The researchers adopt Triangulation, including System Usability Scale, NASA-TLX and qualitative research methodologies, to examine Usability Evaluation of Ubiquitous Augmented Reality E-Learning System.

Keywords: Augmented Reality; Eyetracking; Usability Evaluation; E-learning

Doi:

Authors: Hsing-Ju Hung; Sung-Nan Tsai; Hsiao-Shen Wang

Abstract: Motivation is a very important factor for elementary school students in learning. Using computer games is one of very effective ways to increase students’ motivation when learning domain knowledge. While too focusing on gaming activities may cause the main domain knowledge acquirement. This study mainly explored the effect of motivation and reasoning ability of game based learning in elementary school students. The results show that children get the high motivation but not reasoning in game based learning.

Keywords: Motivation; Reasoning; Problem-solving; Game Based Learning

Doi:

Authors: Min-Chai Hsieh; Shu-Ling Lai; Hao-ChiangKoong Lin; Cheng-Hung Wang

Abstract: This study focuses on develop learning style games combining the contents of animal character design and integration into ecological relevant elements of knowledge for children. The game used 2D and 3D technology, combined with cute animal shapes features and eco-park design; also eco-environment and animal knowledge-oriented are focusing on the correct values, at the same time, learners benefit knowledge about environmental conservation during the game.

Keywords: Character;CharacterDesign;Game Based Learning

Doi:

Authors: Ooi Ching Ya; Looi Chee-Kit; Wen Yun; Chen Wenli

Abstract: This article describes a design research project on Rapid Collaborative Knowledge Improvement (RCKI) supported by a networked technology called “GroupScribbles” (GS) in the context of secondary classroom language learning in Singapore. The paper illustrates the technology design of the GS software to support students’ in-class collaborative learning. A pedagogical model is proposed to provide a structured representation of the functions and processes to enable RCKI practices. It is found that the GS technology and its corresponding pedagogical model effectively scaffold students’ collaborative learning to achieve desired secondary language learning outcomes.

Keywords: GroupScribbles; Computer-Supported Collborative Learning; Second Language learning; Rapid Collaborative Knowledge Improvement

Doi:

Authors: Liu Ten-Wen; Lian Le-Bin; Liang Chun-Che

Abstract: The author discusses the concepts of applicability and self-made ability when using information technology in teaching, and tries to apply them in developing teaching resources. The questionnaires that correlated with yearly catalogue index of mathematics in second stage of grade 1-9 curriculum (4-5 grade) was designed and made by author, he sampled 64 teachers in 32 elementary schools in south central Taiwan to answer the questionnaires and got 48 valid questionnaires. Finally the author argues that: 1. all concepts of mathematics are fit for using information technology when teaching, especially “statistic and probability” and secondarily “geometry”; 2. the teacher’s ability of self-made is significantly correlated with his information attainment. Furthermore, author founded that teachers have the most excellent self-made ability in “statistic and probability” and are short of self-made ability in “geometry” and “numbers and quantity”; 3. all teachers need graphical and multi-media assistance to help students for realizing the concepts of“numbers and quantity” and “geometry”; 4. When the graphical assistance are helpful for showing statistic numbers and realizing geometry concepts, they shows better effects of using information technology in teaching than traditional forms.

Keywords: Using Information Technology in Teaching; Mathematics; Competence Indicators or Benchmarks

Doi:

Authors: Adams Bodomo; Yuxiu Hu

Abstract: In this paper we propose a learning model, The Conversational Learning Community that we have been developing mostly through web-based course activities (e.g., [2,3]). We show that the core features of this learning model involve strategies to manage knowledge and enhance user interaction of the world-wide web, particularly instructional interactivity. We identify three main types of instructional interactivity: learnerlearner, learner-instructor, and learner-resource. We then argue that the most important feature embedded within the Blackboard WebCT platform, an online proprietary virtual learning system, on which we develop our model that can be exploited for achieving interactivity and eventually knowledge construction, is the Discussion forum. As empirical evidence for this argument we present a report of activities from a recently taught course on Language and Information Technology. The report shows that of all the sections within the WebCT platform such as Course Notes, Glossary, Quiz Section, Presentation Forum, etc., the Discussion forum was by far the most patronized by students. We also propose certain facilitative measures that various agents within the Blackboard WebCT platform knowledge management group (as well as other learning platforms), such as technical support staff, can do to enhance the use of online learning tools like Blackboard WebCT for achieving an interactive learning community for knowledge construction such as the Conversational Learning Community that we have developed over the years.

Keywords: Interactivity; Conversational Learning Community; Blackboard WebCT; Information Communication Technology; Web-based Learning and Teaching

Doi:

Authors: A P. A. Chakalisa; Yaqiang Liu

Abstract: Botswana has continued to invest a lot in ICTs with the realization that they are critical for socio-economic development. This has been coupled with provision of computers and internet connectivity in a number of secondary schools and other education settings. The ICT platform has become an important approach in promoting meaningful teaching and learning in schools. This article argues for the use of mobile technology in teaching as a novel learning environment that could promote active learning and afford students an opportunity to broaden their understanding of the environment around them. The paper illustrates utilization of mobile technology in Botswana through an experiment on the production of schematic diagram for Botswana National Botanical Garden. It reflects on lessons learnt which could be of benefit for the school learning process when utilizing mobile technology. The paper advocates for integrated use of various mobile technologies in teaching which could assist student learning.

Keywords: Mobile Learning; Computer Education; Collaboration; GPS; Google map; SketchUp

Doi:

Authors: Hsiaoshen Wang; Chaoli Hsu; Chihwei Chiu; Sung-Nan TSAL

Abstract: For those people who suffer from major hand injury, encouraging them to carry out rehabilitation is an important therapeutic activity. However, it is a repetitious routine for patients who easily get tired and bored. This study developed a system that combined the technology of augmented reality (AR) with air pressure detecting device and the concept of game based learning. In this AR gaming system, patients with different extent of hand injuries can squeeze toy ball, through ball pressure control, and manipulate a fish tank computer game, in order to achieve the rehabilitation of hand function.

Keywords: Augmented Reality; Computer Game; the Rehabilitation of Hand

Doi:

Authors: Chih-Wei Chiu; Wei-Guang Lin; Sung-Nan Tsai; Hsiao-Shen Wang

Abstract: The purpose of the research is to explore the effect of Using different Virtual courseware (Augmented Reality and Virtual Reality, AR and VR) in the mathematic volume instruction of elementary school curriculum. The quasi-experimental study was used in the study and measured by pretest, posttest and one month later posttest to understand the learning effect of the research. Several suggestions were offered for the future research.

Keywords: Keywords-Augmented Reality (AR); Virtual Reality (VR); Information Technology Integrated Instruction; Volume Concept Teaching

Doi: