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Ou, Kuo-Liang; Tarng, Wernhuar; Chen, Yi-Ru – International Journal of Distance Education Technologies, 2018
Beginning learners of English frequently use flashcards as a tool for learning vocabulary. However, because of the consciousness difference between the picture-readers and picture-drawers on vocabularies, errors may be involved in the learners' comprehension of the vocabulary terms on the flashcards. This article develops and evaluates an English…
Descriptors: Foreign Countries, Vocabulary Development, English (Second Language), Second Language Learning
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Wang, Cheng-Hung; Lin, Hao-Chiang Koong – International Journal of Distance Education Technologies, 2018
In a traditional class, the role of the teacher is to teach and that of the students is to learn. However, the constant and rapid technological advancements have transformed education in numerous ways. For instance, in addition to traditional, face to face teaching, E-learning is now possible. Nevertheless, face to face teaching is unavailable in…
Descriptors: Educational Technology, Technology Uses in Education, Distance Education, Emotional Response
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Lkhagvasuren, Erdenesaikhan; Matsuura, Kenji; Mouri, Kousuke; Ogata, Hiroaki – International Journal of Distance Education Technologies, 2016
Mobile and ubiquitous technologies have been applied to a wide range of learning fields such as science, social science, history and language learning. Many researchers have been investigating the development of ubiquitous learning environments; nevertheless, to date, there have not been enough research works related to the reflection, analysis…
Descriptors: Electronic Learning, Educational Technology, Computer Interfaces, Learning Activities
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Drissi, Samia; Amirat, Abdelkrim – International Journal of Distance Education Technologies, 2016
Personalized e-learning implementation is recognized as one of the most interesting research areas in the distance web-based education. Since the learning style of each learner is different one must fit e-learning with the different needs of learners. This paper presents an approach to integrate learning styles into adaptive e-learning hypermedia.…
Descriptors: Foreign Countries, Electronic Learning, Cognitive Style, Assistive Technology
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Chu, Hui-Chun; Hung, Chun-Ming – International Journal of Distance Education Technologies, 2015
In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…
Descriptors: Educational Games, Educational Technology, Teaching Methods, Elementary School Science
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Weng, Martin M.; Chang, Wen-Chih; Yen, Neil Y.; Shih, Timothy K.; Hsu, Hui-Huang – International Journal of Distance Education Technologies, 2014
Researches into E-Learning pay emphasis on how the technology is applied for comprehensive learning support in various perspectives. Lots of advantages are involved while performing the E-Learning. For example, timely contents are applicable to be delivered via the Internet, and in a similar manner, instant feedback which identifies the learning…
Descriptors: Electronic Learning, Student Evaluation, Misconceptions, Questioning Techniques
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Hwang, Gwo-Haur; Chu, Hui-Chun; Chen, Beyin; Cheng, Zheng Shan – International Journal of Distance Education Technologies, 2014
The rapid progress of wireless communication, sensing, and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. It can be viewed as a new learning style which has been called context-aware ubiquitous learning. Most context-aware ubiquitous learning…
Descriptors: Web 2.0 Technologies, Electronic Learning, Educational Technology, Experiential Learning
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Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C. – International Journal of Distance Education Technologies, 2012
Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…
Descriptors: Academic Achievement, Learning Motivation, Student Attitudes, High School Students