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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In recent years, several studies have reported the potential of employing digital games in eFL (english as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out tha...
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In recent years, several studies have reported the potential of employing digital games in eFL (english as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is crucial to foster students' self-learning ability during the game-based learning process. In this study, an expert system was developed to facilitate self-regulated learning in digital game-based learning contexts. To evaluate theeffectiveness of the proposed approach, a quasi-experimental design was employed in a university english course. Theexperimental group students learned with the self-regulated english vocabulary game (SR-eVG) approach, while the control group students learned with the conventional english vocabulary game (C-eVG) approach. Theexperimental results indicated that the use of the SR-eVG approach could improve learners' english vocabulary achievement and self-regulation compared with the C-eVG approach without increasing students' english learning anxiety. Moreover, through qualitative interviews, it was found that students who used the SR-eVG approach would focus on their learning due to goal-setting in the game and would pay more attention to thelearning strategies they used. Practitioner notes: What is already known about this topic Digital game-based learning situates students in a realistic situational environment, enabling students to learn by experiencing and interacting with the situations. Without appropriate scaffolding during digital game-based learning, students may become overly focused on the game, or perform many non-learning behaviors Self-regulated learning refers to students’ ability to learn on their own via goal setting, strategic planning, self-monitoring, and self-adjustment. What this paper adds An expert system-guided self-regulated learning approach was proposed to facilitateeFL s
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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The application of STeM (science, technology, engineering, and Math) education in solving real-world problems is challenging. To tackle this challenge, a project-based learning approach that integrates robots with cos...
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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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