Research on how the use of social robots helps improveenglish as Foreign Language (eFL) young learners’ pronunciation and willingness to communicate (WTC) is understudied. This study developed a robot and tangible o...
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This research aimed to investigate the structural relationships among teachers’ computational thinking (CT), design thinking (DT), robotics teaching beliefs, and robotics pedagogical content knowledge (RPCK). A total...
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While previous studies have focused on the outcomes of using dubbing apps to foster learner’s development of english-speaking ability, this study, grounded in cognitive apprenticeship (CA), is an investigation of the...
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This study uncovers research trends by analysing 1,142 papers published in scienceeducation, Journal of Research in science Teaching, and International Journal of scienceeducation: Part A between 2018 and 2022, foll...
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The new era of integrating robots with artificial intelligence and the Internet of Things has provided huge potential for service robots to play important roles in our daily lives. Therefore, it is interesting to inve...
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This study is aimed to explore parent-child interaction in a game-based learning activity. The participants were 10 parent-child dyads. The children were 10.4 years old in average and the parents were 45.4 years old. ...
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Health education aims to change unhealthy behaviors and promote population health. However, limited teaching time and standardized materials pose challenges, prompting elementary school teachers to exploretechnology-...
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This study focuses on the brainwave analysis of the correlation between listening to the rain and water sounds and reducing human-perceived temperature. Brainwave changes are monitored when experimental subjects liste...
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Digital content industry, encompassing areas such as digital games, computer animation, digital audio-visual applications, and digital art, plays a pivotal role in today's and future developmental trends. Maya 3D ...
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The long-term lack of structural resources in game studies has been a constant obstacle preventing researchers from academicizing video game community knowledge and gamer competence (Lin, 2011). The difficulty lies in...
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