bluuebunny/crossref_metadata_2025 huggingface dataset:
The Effectiveness of Web-Based Instruction and Cooperative Learning on the students’ listening and speaking skills in Mandarin Language Learning
Authors: SOON Goh Ying , UMAR Irfan Naufal
Published: January 2025

The purpose of the study was to investigate the effects of the instructional methods using web-based instruction (WBI) and cooperative learning (CL) on listening and speaking skills for Mandarin learning among non-Chinese learners at MARA University of Technology in Malaysia. The students’ performance on listening skill was tested by using a standardized listening test while the performance on speaking skill was measured by two oral tests carried out after the treatments. A quasi-experimental study with posttest-only design was applied in the study. Three types of instructional methods, namely individual learning in an unstructured use of WBI (USLG), individual learning in a structured use of WBI (SLG), and cooperative learning with WBI (COOP) were applied. The dependent variables were the scores of a listening test and two oral tests. The sample consisted of 195 students who were taking Mandarin Level 1 at UiTM Terengganu branch campus. The “Learning Motivation for Mandarin” questionnaire was used to investigate any differences among the participants prior to the treatment. The treatment lasted for five weeks. The results of the analyses showed that there were no significant differences in terms of listening skills and speaking skills among the COOP, the SLG as well as the USLG groups. However the descriptive statistics reveals that the COOP group performed slightly better than the SLG group, and the SLG group performed slightly higher than the USLG group for both listening and speaking skills.
Integrating Social Networking Site into Teaching and Learning
Authors: JUANG Yih-Ruey
Published: January 2025

Social networking site (SNS) which is a typical application of Web 2.0 technology has been popular and widespread across multiple age groups in various educational institutions. This study attempted to adopt one of the most popular SNS - Facebook - to implement the WIRE model, a teaching and learning strategy aims to close the cognitive gap of classroom lessons between students and teachers before class, and links up learning experiences from inside to outside of classroom. A quasi-experiment has been performed to study the learning effect according to the achievement, motivation, and interaction. The results were positive and also revealed some issues for future research.
Applying Social Media for Encouraging Mutual Support and Social Creativity
Authors: TAO Shu-yuan , CHEN Wei-Hung , LIU Chen-Chung , LIU Baw-Jhiune , CHUANG Tsung-Yen
Published: January 2025

This study applied the features of social media to implement a picture book in facilitating the students collaborative creative activity. Based on Amabile’s componential theory, this study evaluated the influences of social media in students’ creativity behaviors. The results showed that the students were more active to present multi-thinking, as well as revealed higher significant satisfaction in the perceptions of the ownership of working and peers’ mutual support. Moreover, the collaborative creative environment engaged the students in developing creative works.
Development of Pipeline Time Chart Too for Microprocessor Design Education
Authors: MORIMOTO Tomoyuki , TSUTSUMI Toshiyuki
Published: January 2025

We developed a pipeline time chart tool to explore pipeline control for microprocessor design education. Since the developed tool is not signal level but instruction level, the user of this tool can visually understand the microprocessor pipeline control. The user can set and run the pipeline control. Since the user can also modify the pipeline control flexibly, the user can examine the influence of the pipeline control change. Therefore, the user can learn good pipeline control of the microprocessor visually and effectively, and could get the design skill for thinking of the specification of pipeline control. This developed tool is very useful for students and young engineers.
Analyzing Students’ After-School Artifact Creation Processes in a Mobile-Assisted Language Learning Environment
Authors: WONG Lung-Hsiang , SONG Yanjie , CHAI Ching-Sing , ZHAN Yin
Published: January 2025

This paper presents “Move, Idioms!”, a Mobile-Assisted Language Learning design that emphasizes learners‟ habit of mind and skills in making meaning with their daily encounters, and associating those with the knowledge learned at the formal classes. The students used smartphones on a 1:1, 24x7 basis to take photos in real-life contexts related to Chinese idioms, made sentences with the idioms, and posted them onto a wiki space for peer reviews. In this paper, we focus on investigating students‟ cognitive processes and patterns in artifact creation. Through two case studies, we gained better understanding of how (1) physical settings in the informal contexts, (2) parental support, and (3) technology facilitated students‟ meaning making in their daily life. We hope to contribute to the literature of mobile learning by exploring virtually limitless learning opportunities that informal contexts and parental involvement may offer to learners.
Designing a Scaffolding-based CALL System with corrective feedback
Authors: WANG Yi Hsuan , YOUNG Shelley S. C.
Published: January 2025

With the development of the technology today, more advanced and powerful Computer Assisted Language Learning (CALL) systems are applied into language learning classroom to help students acquire English ability. However, several surveys show that some CALL systems are lack of theory-based and corrective feedback to meet pedagogical requirement and indicate learners’ language faults. Thus, this paper presents a theory- based student-centered CALL system to support elementary school students learning English. The framework contains four parts elements and it is developed based on the scaffolding theory. The learning activities are set as main-scaffolding to support step by step individual learning and the corrective feedbacks are set as sub-scaffolding to give learners detail explanation of how to correct their language faults.
Using CbKST for Learning Path Recommendation in Game-based Learning
Authors: Kopeinika Simone , Nussbaumera Alexander , Bedeka Michael , Albertab Dietrich
Published: January 2025

This paper presents a novel approach how learning paths consisting of game units can be created and adapted to learners based on their behavior during the game play. Non-invasive assessment procedures interpret the behavior and calculate information about the competences of the learners. A user model holds probabilistic information on the competence profile. Based on this competence profile game units/stories are recommended fitting to the actual competence state of the learner. This approach is part of the EC-funded TARGET project which provides the technical infrastructure regarding the 3D virtual game environment. The innovative part of this paper is the adaptive learning strategy and how it can be included in a game-based environment. The user perspective is demonstrated on a concrete scenario where the learner has to solve a task in the game-based environment.
Should We Use Examples in Intelligent Tutors?
Authors: Najar Amir Shareghi , Mitrovic Antonija
Published: January 2025

Although examples are frequently used by human tutors, they are not common in Intelligent Tutoring Systems (ITS). Previous research studies over the last three decades compared learning from examples to unsupported problem solving. Only recently there have been studies comparing learning from examples to problem solving in ITSs. This paper reviews those studies. We discuss unsolved issues such as when and how examples should be provided in intelligent tutoring systems, and some options to improve learning from examples.
Reasoning and Reformulating for Linguistic Knowledge Improvement: A Comparative Case Study in a CSCL Classroom
Authors: XIE Wenting , CHEN Wenli , WEN Yun , LOOI Cheekit
Published: January 2025

This paper reports a comparative case study to explore the discrepancies in learning outcomes attained by two student groups in an identical CSCL activity in the language classroom and the differences in group behaviors that contributed to these discrepancies. From micro-analysis, group behaviors that are desired for language development are identified. The findings can inform future pedagogical and technological design to improve language learning in classrooms.
A Case Study of Critical Thinking Behavior in an Online Collaborative Inquiry
Authors: LENG Jing
Published: January 2025

This paper reports on a case study to investigate whether the scores obtained from various critical thinking instruments were correlated to the extent to which student exhibited critical thinking behavior in authentic problem-solving situations. On the one hand, students’ critical thinking skills and dispositions were examined using three instruments. On the other hand, student participants were introduced to use an online discussion environment to conduct collaborative inquiry. The students’ online discourse reflects their engagement in authentic problem-solving practices as they tackled the learning tasks assigned by the teacher. Content analysis was performed to identify instances of critical thinking behavior in the online discourse using Perkins and Murphy’s framework. The results suggest that students’ context-free critical thinking skills and dispositions have been improved after the collaborative inquiry. And the context-specific critical thinking test is useful as a predictor of students’ critical thinking behavior exhibited in authentic contexts.
Online Discussion Forums for Mass Events in a Medical PBL Curriculum
Authors: MINDER Stefan P. , NOTARI Michele , GUTTORMSEN SCHÄR Sissel
Published: January 2025

The web-based discussion forums used in the Bernese medical curriculum serve as a means of communication between faculty and students and are well frequented for questions and answers relating to mass events. Using this example, our article takes a look at the critical success factors in implementing e-learning in university curricula and discusses the advantages and disadvantages of a uniform and binding e-learning culture. We address the questions of what influence the discussion forums have on the mass events, and what influences are important in the establishment and maintenance of an e-learning culture. We discuss the online votes from faculty and students on use and significance of the discussion forums.
A novel approach to monitoring and creating significant learning experiences using social tag cloud navigation
Authors: Chen Jun Ming , Chen Meng Chang , Sun Yeali S.
Published: January 2025

Prior knowledge learning for increasing the efficiency of the learning processes is an important issue. Traditional studies on prior knowledge generation during language learning have focused on providing additional supplemental materials from reading materials that are manually generated by educators. This is time-consuming and hence personalized prior knowledge recommendation is difficult to perform and monitor. To cope with these problems, we purpose a novel tag-cloud visualization learning approach to automatically monitor running activities and student status. In addition, we incorporate cloud tags into a prior knowledge learning system (TAK), which provides students an engaging way to reinforce meaningful topics, identifies suitable supplementary materials through tag cloud navigation, and helps students reevaluate their reading process. Our experimental results demonstrate that our approach not only significantly improves the efficiency of prior knowledge learning but also helps teachers assist students in improving their reading ability.
An Application of Eye-tracking Technology to Fashion Design Education: A Pilot Study on How Women Gaze at Handbags
Authors: HO Hong-Fa , Chi-Wu  , HUANG Yen-Lin , KAO Wei-Fan
Published: January 2025

Questionnaire is a conventional approach for fashion designers and educators to survey consumers’ general preferences of products’ appearances; however the precision of survey results remains questionable. The authors proposed an alternative in this pilot study in which five eye trackers were used to record 10 female participants’ eye movement data of gazing at 20 randomly displayed handbag pictures. Six types of Regions of Interest (ROI) of handbags were assigned to understand which regions were more attractive to the participants. The times and duration of fixations showed the degree of ROIs’ attractiveness to the participants. The findings provide persuasive eye-movement evidence of predicting potential female consumers’ gazing behaviors. Textbook editors of fashion design can also add eye-tracking approach to future books. And eye-tracking technology can also help fashion design educators to enhance teaching and students’ learning. Moreover gazing behavior can be broadly considered a form of reading, and the findings of this study further extend the existing knowledge of human reading process.
Development of Moodle Plug-ins that support SCORM 2004
Authors: MORIMOTO Yosuke , NAKABAYASHI Kiyoshi , SUGIYAMA Hidenori , SHIBASAKI Junji
Published: January 2025

We have proposed a new architecture for e-learning systems, named ELECOA, and developed Moodle plug-ins that support it. ELECOA is an architecture that fulfills both function extensibility and content interoperability, and the Moodle plug-ins we developed can run content based on ELECOA. We have also implemented the functions of SCORM on ELECOA, so the plug-ins can also run SCORM content.
Adapting Guidance and Externalization Support Features to Program and Algorithm Learning Support Environment
Authors: KOGURE Satoru , OKAMOTO Makoto , NOGUCHI Yasuhiro , KONISHI Tatsuhiro , ITOH Yukihiro
Published: January 2025

In this paper, we proposed novel learning support environment for understanding programs and algorithm by emphasizing three worlds: programs world, domain world and operations world. To lead learners deeply understand programs and algorithm, we suggest "guidance feature" and "externalization support feature" in learning environment. Hereby, we guess that learners could bridge their gap between programs world and operations world by these features.
English Language Learning in a One-to-One Computing Environment – Impacts and Considerations
Authors: TAY Lee Yong , NG Jin Sheng , LIM Cher Ping , NAIR Shanthi Suraj , LIM Siew Khiaw
Published: January 2025

This case study research describes and evaluates the impacts of the learning of English language in an ICT-enriched learning environment in a primary school under the FutureSchools@Singapore programme. Students from the school are provided with two-to-one computing devices in Primary 1 and subsequently one-to-one computing learning environment from Primary 2 (i.e., Grade 2) onwards. Students procure their own computing devices from Primary 4. This case study describes how ICT has been used for the teaching and learning of English. The frequency of ICT use in the English classrooms is also presented. More importantly, the impacts in terms of the students’ ICT skills, English test score and feedback from students involved are also presented and discussed. The students performed well in the ICT skill test. The students also performed relatively well in the English test as compared to the control school. In general, the students commented that they were satisfied with the use of their notebook computers. They found it interesting, useful and easy to use. However, students complained about the computer viruses, small computer screen, battery lifespan, weight of their notebook computers, slow internet connect speed and internet connect errors. In the self-reported higher-order thinking questionnaire, no significant difference was found for students’ problem-solving skills. However, students from the control school reported a statistically higher score as compared to the experimental school for reflective thinking.
An Integrated GPS-supported Outdoor Exploratory Educational System—EagleEye
Authors: Jonga Morris S. Y. , Luk Eric T. H. , Lee Jimmy H. M.
Published: January 2025

EagleEye is an integrated GPS-supported educational system for supporting students and teachers respectively in pursuing and facilitating exploratory learning in outdoor fieldtrip activities. This system has four components, including the (1) Location-based Exploratory Resource Authoring Tool, (2) GPS-supported Exploratory Platform, (3) Repository Server, and (4) Teacher Console. A preliminary study, which involved 40 participants (38 students and 2 teachers from a school) adopting EagleEye in an outdoor fieldtrip activity, was carried out to investigate their perceptions of this system. It was found that EagleEye brought desirable fieldtrip experience to the students. The teachers also perceived positively the educational potential of EagleEye for outdoor fieldtrip activities from both technical and pedagogical perspectives.
The Effect of Learning Spatial Geometry By Mobile Devices
Authors: WU Lin-Jung , LAI Sin-Chuan , CHANG Kuo-En , SUNG Yao-Ting , HSIAO Hsien-Sheng
Published: January 2025

The aim of this research is to develop a hands-on spatial geometry learning system to facilitate students’ geometry learning. The system is developed with Duval’s four critical elements of geometry apprehension including perceptual apprehension, sequential apprehension, operational apprehension and discursive apprehension. The system supports senior high school students in the process of spatial geometry problem-solving, allowing them to hands-on manipulate spatial geometry graphics and develop their visualization and mental imagery. In total, 58 participants from different classes were recruited. The experimental group used the hands-on learning system, whereas the control group followed the traditional paper-based approach. The study investigates the effects of the hands-on geometry learning system on students’ perceptual apprehension, sequential apprehension, operational apprehension, overall spatial geometry scores and learning attitude. The results revealed more learning attitude, and higher perceptual apprehension, sequential apprehension, operational apprehension in the experimental group.
Sustaining Student Retention of Computer Programming with mLearning Apps
Authors: EDIRISINGHE EM Nalaka
Published: January 2025

The learning of computer programming fundamentals remains a challenge for novice learners across the world. Many different approaches have been attempted from more engaging languages to media computation. One area that has not been addressed yet is how to help students sustain their retention of this knowledge and apply it successfully in their current and future modules and careers. In addition, with the proliferation of smart-phones today’s learners are demanding more access to immediate information to help them in their tasks. In this paper, we describe an approach leveraging upon mLearning strategies to help students sustain and apply their knowledge of fundamental programming concepts in the foundation modules. This paper shares the processes and lessons learned from a pilot project of developing customized, native mLearning applications on multiple platforms to address this gap. The paper describes the strategy and experiences of developing the mLearning apps, which included a multiple programming language reference and customized self-tests, and adopting them in the teaching of programming subjects. It discusses the students’ and faculty’s experiences and their implications.
Evaluation of a Mobile Plant-Identification System to Support the Study of Vegetation Succession
Authors: INOUE Haruka , KUSUNOKI Fusako , TAKEDA Yoshiaki , YAMAGUCHI Etsuji , INAGAKI Shigenori , MIZOGUCHI Hiroshi , SUGIMOTO Masanori
Published: January 2025

The authors developed a smartphone-based Pocket Plant Guide to support the outdoor learning of vegetation succession, and evaluated the utility of this device by administering a questionnaire to 35 elementary school children. The results indicated that the Pocket Plant Guide not only functions as a supportive learning tool, but also offers a user-friendly interface.
Development of Supporting System for Nature Observation and Investigation Activities Around Users Using Smartphones
Authors: SATOU Yukihiko , TANAKA Hisaharu , WATANABE Kenzi , OKAZAKI Yasuhisa
Published: January 2025

In this research, we develop a supporting system for nature observation and investigation activities around users using smartphones. By using smartphones equipped with GPS and a camera for nature observation, users can record the target pictures and position information to observe. Users can share many data by uploading these records with the others. Moreover, it is useful to data map creation of observation information by performing continuous use. We are developing the system which users enable to learn about natural environment by observation and investigation activities of dragonflies, being familiar with the nature around users using smartphones equipped with GPS. Since dragonflies are one of the index insects of waterside environment, users enable to learn about natural environment through observation and investigation activities of dragonflies. We aim at visualization of changes of natural environment by performing natural observational-research activities using this system.
A Comparison of Learning Effectiveness Among Serious Games with Varying Degrees of Playability
Authors: Yang Ching-Sheng , Lin Shu-Hua , Wang Kuo-Hua
Published: January 2025

Serious games are composed of three components, namely, learning contents, learning strategies, and game elements. To emphasize the significance of game elements on learning effectiveness in serious games, this study proposed a design pattern for courses of serious games, based on serious game courses which addressed the endocrine unit for students in the seventh grade. Since the courses were first developed and put to use three years ago, the courses have been implemented and modified many times. The courses adopted in this study were the fifth version. Employing a quasi-experimental research design, an experiment of two-week courses was organized in three groups, namely the traditional instruction group, the serious game group, and the low playability game group, which used courses with less playabilities modified on the basis of serious games. A total of 234 students participated in this research. The research instruments included achievement test. The results showed that serious game courses with sufficient playabilities outperformed the low playability group and traditional group in both the achievement test, indicating that playability was an important factor influencing the effectiveness of serious game courses. Additionally, with respect to the categorical variables, gender differences had no significant influence over serious game courses. Learning background had no significant influence on the outcome of achievement test of the serious game group.
Designing a Typing Game with Chinese Words to Sustain Flow Experience of Children
Authors: LIU Ellen C.C. , LIAO Calvin C.Y. , Chan Tak-Wai
Published: January 2025

In this study, we argue that the development of flow-based typing games should not only stimulate motivation but also sustain motivation of the design of typing Chinese words. In particularly, this system combined level- and star-mechanism to adjust the content of level (challenge) and the speed of typing (skill) of typing games; it possible enables children to sustain the flow experience. Findings revealed that the potentiality of flow-based typing game for sustaining the flow experience of children and facilitating the accessibility of numerous Chinese words. Besides, some implications about the experimental results were also discussed.
Development of Air-squat Supporting System using Microsoft Kinect
Authors: Ochi Youji
Published: January 2025

Sports training is intended to promote health and improve skills of the sport. We think that the Study of the education system application of motion capture equipment such as Kinect become popular in the future. In this paper, we propose a new approach for air-squat, which is a type of training, behavior training to provide support using squat Kinect there. Finally, this paper reports on the development and operation verification of training support systems.
A Multiplayer Online Role-Playing Game for Incidental Vocabulary Learning
Authors: HUANG Ben-Gao , YANG Jie Chi
Published: January 2025

Incidental vocabulary learning is regarded as one of the main sources of learner-centered vocabulary acquisition in authentic situations. In the past decades, extensive reading has been the main focus in incidental learning research. Recent studies have examined how information technology media can assist learners in acquiring vocabulary incidentally. More specifically, the affordances of MORPGs, such as vivid 3D simulation scenarios and players' interactions and communications, may be applied to construct an incidental language learning environment. This study is based on Krashen’s Input Hypothesis to implement task-based learning in an MORPG that was suited for learners' background. An experiment was conducted for 26 sixth-grade students. Twelve target words were selected from the content text of the game to assess learners’ vocabulary learning. The results from this study demonstrate that learners, especially the low academic achievers and less game experienced students, acquired the target vocabulary incidentally after being exposed to the MORPG language learning environment.
Engagement with Livemocha as an Informal Learning Resource - Initial Findings from a Technology University Reading Course in Central Taiwan
Authors: CHWO Gloria Shu-Mei , LIN Yu-Shih , CHEN Po-Jung , LAI Guan-Wen , LIU Huei-Chin , HO Chiao-Ching , WANG Yi-Ping
Published: January 2025

This study assesses whether learning style and learning strategy impact on our technology university EFL learners’ degree of satisfaction, learning attitude, and other general perceptions with respect to Web 2.0 informal learning with the Livemocha program. A mixed method study was conducted using interviews and a questionnaire based survey. The interview results showed that writing, chatting and speaking are the most attractive functions for our EFL learners. From the survey, no significant correlation was found between learning style or strategy and attitudes to Livemocha. However, significant correlations were found among the four measures of attitude to and perception of Livemocha: participants’ learning attitude, degree of satisfaction and judgment of visual design and website function. Pedagogical significance is discussed for future implementation.
Podcasting for Language Learning Using an Integrated Approach
Authors: HUNG Hsiu-Ting
Published: January 2025

Podcasts are a rich source of language input and an alternative to ready-made pedagogical materials that can be freely incorporated into content-based instruction or skill-based classes. This paper argues that when developing language lessons with the use of podcasts, it is important for language teachers to consider an integrated way to provide effective conditions for language acquisition. To explore the potential of podcasts for language learning, this paper discusses their instructional benefits and recommends that podcasts should be integrated into task-based learning lessons via a WebQuest approach, with consideration of second language acquisition principles pertaining to extensive input and comprehensible input.
“Facebook and Pedagogy” Heating Up Everyday English Communication
Authors: LEE Hsing-chin
Published: January 2025

Computer Mediated Communication (CMC), when conducted under time and space constraints, has been closely linked to effective language learning. This paper first examines and evaluates the pedagogical effects of teacher-student interaction on Facebook Group Page and then analyzes sampled data concerning online collaborative discussions based on children’s literature. The level of teacher participation affects student motivation and increases a more positive teacher- student relationship. In response to teacher-generated questions based on a children’s book, participations are asked to express themselves in English. The messages/reflections that the teacher self discloses encourage participants frequently to access the Facebook Group Page. Discussions of student feedback concerning their involvement in writing and participating in English and the effects of teacher self-disclosure via Facebook are stated. A survey on how often students post entries in English to the Facebook Group Page is conducted. Finally, potential drawbacks of relying too heavily on the use of technology are cited. Methods used in this study include Computer-Mediated Communication and literature-based on-line Collaborative Learning.
Designing for Model Progression to Facilitate Students’ Science Learning
Authors: SUN Daner , LOOI Chee-Kit
Published: January 2025

WiMVT (Web-based inquirer with Modeling and Visualization Technology) is designed as a learning system combining guided inquiry, modeling and visualization with the social interaction. In the paper, we first present the design rationale of the system, briefly describe the main functions, then discuss the features supporting model progression in science learning. Following it, we describe a pilot study of WiMVT implementation in the secondary science class. The data analysis demonstrates the pedagogical value of WiMVT on students’ conceptual understanding, and indicates that appropriate peer feedback can promote students’ model elaboration in the modeling activities.
Using Self-generated Drawings to Support Writing and Storytelling in Language Learning
Authors: LIAO Calvin C. Y. , LEE Yi-Chian , WU Maureen , CHAN Tak-Wai
Published: January 2025

Previous study indicated that self-generated drawings strategy possible will play a key role on students’ learning to speak and write from emergent literacy to conventional phase. Hence, this study developed a self-generated drawings environment to support young children writing and storytelling. We implemented an activity integrated of drawing, writing, and storytelling. In particular, each student used the tablet PC to share a story with drawing and writing product. Besides, some implications about three future directions were also discussed.
Observation of Children’s Engagement when Playing iPads
Authors: DISNEY Leigh , BARNES Alan , MCDOWALL Janet , GENG Gretchen
Published: January 2025

This paper investigated 3-4 year old children’s engagement levels while they were playing iPads. Observations were used in this study. Eighty students participated in this study. This paper made three important contributions, which include a) children’s engagement levels were medium to high while playing iPads, which supports the play-based learning theory in early childhood education, b) young children can use touch screen technology and gestural interfaces in their learning, and c) children were having fun, expressed especially in their verbal languages and utterances. Early childhood educators and young children’s parents may find this paper useful in providing access and guidance for young children to use iPads to play and learn.
Evaluation of the ‘Pocket Plant Guide’ to Support Learning about Plants in Vegetation Succession
Authors: MURATSU Keita , KUSUNOKI Fusako , TAKEDA Yoshiaki , INOUE Haruka , FUNAOI Hideo , YAMAGUCHI Etsuji , INAGAKI Shigenori , MIZOGUCHI Hiroshi , SUGIMOTO Masanori
Published: January 2025

The purpose of this study was to investigate the ‘Pocket Plant Guide’ qualitatively through interviews. We allowed Japanese sixth-grade elementary school students to use the ‘Pocket Plant Guide’ in order to identify and observe plants. We interviewed the students to investigate their subjective impressions of using this guide. The results indicated that this guide was effective in supporting the identification and observation of indicator plants.
Phenomena o f the Use of Written Language in the Virtual World
Authors: HASANUDIN Dede
Published: January 2025

The development of technology is so fast and tremendous that humans find ways on how to c ommunicate fast, cheap, and practical. Several ways can be done to communicate in writing in the virtual world, for instance by using electronic mail and social media such as Facebook, Twitter, and Friendster. Such habits apparently flourished to several layers of society, even though it was started by teenagers and youngsters who always appear progressive and innovative. It is not rare to find abbreviations such as gw (I/me), mo (want), blg (say), thq (thank you), skrg otw (now on the way), ma (with), bkp (Dad), ke rmh y (to the house), se7 (agree). In this research, there are three things that can be classified, such as (1) written communication with mobile phone media (short message), (2) written communication in social media (Facebook), and (3) written communication in chatting such as in MIG 33. Written communication with short messages, can be further classified to be (1) short message that uses abbreviations (2) combination of the use of letters, abbreviations, and numbers. These two classifications are elaborated in the concept of discourse to find the series of complete communication from the beginning until finish. Written communication in short message, social media (Facebook), and in chatting, actually posses similar patterns, which are abbreviating the word, using a variation of numbers and letters, using unnecessary punctuation mark in a series of sentences, writing uppercase and lowercase letters in one sentence.
Enhancing the Foreign Language Learner’s Experience through Clilstore15
Authors: GIMENO SANZ Ana
Published: January 2025

The future professional world of today’s Engineering students is becoming a life-long learning process where they have to adapt to a changing market and environment full of new opportunities and challenges. Thus, the development of a series of personal and professional skills, in addition to technical content and knowledge, is a crucial part of their learning process and, consequently, of higher technical education and training. Among these skills, the knowledge of modern languages, especially English, stands as pivotal to achieve successful communication, which is a fundamental ability in an increasingly international world.
Paperless Korean Language Learning Support System with a Tree-type Network of Android Devices
Authors: KIM Euijin , MORI Yuki , SUZUKI Masataka , KIM Hyejin
Published: January 2025

This paper describes a new paperless Korean learning support system for teachers and students who are preparing for Korean proficiency exams. The proposed system uses a Bluetooth network and learning applications based on the SQLite Database in Android devices. Experimental results show that the proposed system is useful for providing learning materials without network infrastructure.
MyEVA mobile®: A mixed-modality vocabulary learning and offline-supported mobile system for English learning
Authors: WU Wen-Chi , OU YANG Fang-Chuan , CHAO Yu-Chuan , LIU Jhih-Wei
Published: January 2025

In recent years, many studies have examined the effectiveness of MALL (Mobile-Assisted Language Learning); however, little research has been conducted to discuss the usage of VLSs (Vocabulary L earning Strategies) for mobile language learning. In this study, the researchers proposed a mixed- modality vocabulary learning and offline-supported mobile system for EFL (English as a Foreign Language) students to improve their English vocabulary learning. An empirical experiment was conducted, accordingly, to evaluate the effects of the proposed system for vocabulary learning. The experimental results indicated the proposed system enhanced student vocabulary acquisition in general, and also benefited the participating students with four different learning styles, which are visual, auditory, kinesthetic, and tactile, respectively.
The role of the “meaningful other” in online learners’ self-regulation
Authors: CUESTA Liliana , WU Wen-chi
Published: January 2025

Social standards nurture individual self-efficacy beliefs. Such models influence learners’ performance in so that they can learn to recognize in others, alternate means to think, act, and do. One of these models is the meaningful other, whose role is explained in the present paper. Together with the implications that are unveiled through its discovery and recognition instances in online environments and the analysis of learners’ actions along this process, this paper attempts at examining how useful might such recognition process be in the self-regulatory actions of learners. It is expected that instructors and researchers raise awareness on the recognition of meaningful others in online settings, in order to establish sound pedagogical proposals that might assist learners and teachers towards the appraisal of more efficient self-regulatory actions and successful academic performances.
Bring Your Own Device (BYOD) for Seamless Science Inquiry: A case study in a Primary School
Authors: SONG Yanjie , MA Cheuk
Published: January 2025

This paper reports an on-going case study on the project of “Bring Your Own Device (BYOD) for seamless science inquiry” in a primary school in Hong Kong. The study aims at investigating how the students advanced their content knowledge in science inquiry in a seamless learning environment supported by their own mobile devices. The topic of inquiry was “ The Anatomy of Fish”. Data collection included pre- and post-domain tests, student artifacts, class observations and field notes. Content analysis and a trialogical approach were adopted in the data analysis to trace the students’ knowledge advancement. The work of one group of students was used as an example. The research findings show that the students advanced their understanding of the anatomy of fish well beyond what was available in the textbook.
Inculcating Mathematical thinking through Epistemic Agency
Authors: LEE Chien-Sing , CHEN Ping-Chen , HO Tsung-Chun , CHAN Tak-Wai
Published: January 2025

The ability to formulate and apply principles are crucial 21st Century skills. These skills are inherent in Mathematical thinking processes, which require learners to search for abstract problem-solving methods that would serve as analogy-enhancing bridges enabling transfer between different task situations. Consequently, two component skills that need to be mastered are pattern recognition and reasoning. In this exploratory study, we adopted an inquiry- based approach to design technological scaffolds. Wre aimed to investigate the relation between the teacher's beliefs, his design of instructional practices, the design of technology and students' learning outcomes. We discovered that epistemic agency can be used as the core design factor, redefining earlier definitions of context. Furthermore, teachers' beliefs clearly influenced how he sequenced the classroom curriculum, how he relates Mathematical problems with real life, how he identifies, interprets and addresses students' misconceptions (especially with regards to the lower-performing students) and how students should be motivated to learn. From the students' perspective, based on the Technology Acceptance Model, the highest score was for satisfaction when using the system, followed by usefulness (i.e., the system helped them to reason and think), ease of use and opportunities to practice. We inferred from this high score that students liked being challenged by diverse problems of increasing difficulty. comparisons between their pattern recognition and fill in the blanks answers eshowed that our system was able to identify implicitly how students actually think, areas students need further help with and most importantly, may be able to utilize students’s thinking strategies to implicitly predict student performance in Mathematics. Based on these findings, we suggest implications to teacher professional development/TPACK.
The Madsci Network: Direct Communicatio n of Science from Scientist to Layperson
Authors: SETHI Ricky , BRY Lynn
Published: January 2025

Internet-based volunteer communities collaboratively contribute to the expansion of human knowledge and cognition. Their popularity is evidenced not only by reference sites like Wikipedia but also by niche communities designed to help people answer complex queries, especially in relation to highly technical or scientific subjects that are beyond the ability of their peers to answer. Ask-A-Scientist sites like The Madsci Network are a subset of Ask-An-Expert sites that rely upon expert volunteers to disseminate information directly from the expert or scientist to the layperson.
From Tutoring to Cognitive Rehabilitation: Exploiting CBM to Support Memory Training
Authors: MITROVIC Antonija , MATHEWS Moffat , OHLSSON Stellan , HOLLAND Jay , MCKINLAY Audrey , OGDEN Scott , BRACEGIRDLE Anthony , DOPPING-HEPENSTAL Sam
Published: January 2025

Constraint-Based Modeling (CBM) is an effective student modeling approach which has been used successfully in a wide range of instructional domains. Within the Intelligent Computer Tutoring Group (ICTG), we have developed numerous constraint-based tutors and demonstrated their effectiveness in real courses. In this paper, however, we discuss how we use CBM in the area of cognitive rehabilitation after stroke. Our computer-based treatment is aimed at improving prospective memory. Participants are first trained on how to use visual imagery and then practice in a Virtual Reality (VR) environment. We present how we use constraints to track the participant’s progress when performing tasks in the VR environment.
Scaffolding for Self-overcoming of Impasse by Using Problem Simplification
Authors: HAYASHI Naoya , SHINOHARA Tomoya , YAMAMOTO Sho , HAYASHI Yusuke , HORIGUCHI Tomoya , HIRASHIMA Tsukasa
Published: January 2025

As a support for learners who failed to solve a problem, teaching the way to solve the problem is a general method. However, in order to realize active learning, it is a desirable way to let learners overcome the impasse of the problem solving by themselves. Because it is usually difficult for the learners to do it by themselves, we have proposed “problem simplification” that is a way to find a simplified problem that is included in the original problem from the viewpoint of problem solving. If the simplified problem can be solved by the learner, the difference between the simplified one and the original one is the origin of the impasse. To make clear the origin of the impasse is feasible scaffolding for self-overcoming of impasse. In this paper, firstly we propose a framework to define simplification of problems in elementary mechanics in high school. Then, it is introduced a support system for self-overcoming of impasse of problem solving using the problem simplification targeting elementary mechanics. We also report a practical use of this system in classes of a technical high school.
Algorithmic Thinking Learning Support System in Block Programming Paradigm
Authors: KAYAMA Mizue , KUNIMUNE Hisayoshi , NIIMURA Masaaki , HASHIMOTO Masami , OTANI Makoto
Published: January 2025

The goal of this study is to develop a learning support system for algorithmic thinking for novices. This paper describes some educational functions of this system. The main features of this system are 1) the teacher can control the usage of control elements for developing algorithms based on his educational philosophy, 2) a simple task-answer management system is included and 3) eAssesment functions based on the Student-Problem table method are implemented.
Learning by Posing Problems Using Illustrations Instead of Words
Authors: UMETSU Takanobu , ETO Hikaru , HIRASHIMA Tsukasa , TAKEUCHI Akira
Published: January 2025

Learning by posing arithmetic word problems is well-recognized as an effective means to mastering the use of solution methods; however, several learners cannot pose problems using words. In problem-solving exercises, if a learner cannot understand what is expressed in a problem statement, an illustration of the scene expressed in the statement can help the learner understand. Therefore, in this paper, we propose learning by posing problems with illustrations instead of words. One of the purposes of learning mathematics is to acquire the ability to derive a numerical relation from a scene and to associate a calculation expression with various scenes. We expect that posing problems via illustration and without words is an effective way for beginners to learn. In the problem-posing exercises, learners construct various types of problems. Teachers have to evaluate each posed problem and advise learners on the basis of the evaluations. This task places a heavy burden on teachers. Therefore, we developed a computer-based environment for posing problems using illustrations. The environment provides a learner with a calculation expression and illustrations. The illustrations can be disassembled into several figures. A learner assembles an illustration that describes a story of arithmetic problem that correspond to the calculation expression by combining the figures. The learner uses no sentences in this problem-posing exercise. The environment diagnoses the illustration problem and produces advice to the learner. We conducted a preliminary evaluation of the environment to confirm that a learner who cannot pose problems via words was able to pose problems using illustrations. Our results were promising, indicating that our environment provides a means for learners who cannot pose problems via words.
Altruistic behavior in a learning stage through social network
Authors: WANG Shiang-Yi , LI Wang-Han , Huang Chi-Wen , Yang Su-Hang , Chen Gwo-Dong
Published: January 2025

In recent years, we have seen that users edited and shared information actively on various Social Network Sites (SNSs) and those sites are getting richer and more interesting. We expect students can have this mindset similarly on our learning stage. Our study proposed a social networking site for education. Like a stage for students, they can watch and show themselves. We observed altruistic motive and behavior of students on the platform. There were 30 college students participated. We had found that there were six altruistic behaviors. And Students’ altruistic motivations are enjoyment and self-development.
AR based Skill Learning Support System with Velocity Adjustment of Virtual Instructor Movement
Authors: MISHIMA Takuya , MATSUBARA Yukihiro
Published: January 2025

In this paper, we propose the skill learning support system to give learner the real time feedback information. In this system, to construct feedback, the virtual room based on recorded user’s image is used. In virtual room, instructors bone model is displayed too. In learning process, learner imitates displayed bone model to get the knowledge about skill corresponding to instructor’s movement. By displaying virtual instructor and learner’s body in the virtual room, learner can see virtual instructor’s movement and learner’s posture. Additionally, virtual instructor’s speed can be adjusted by learner’s intention. To control virtual instructor’s speed, learner’s voice is used as input information. To get user’s voice and record image, Microsoft Kinect sensor is used as a camera and a microphone in the developed prototype system. To evaluate this approach, the prototype system for learning skill of soft tennis (swing form) was developed. So, evaluations experiments were conducted by using the prototype system of soft tennis and effectiveness of adjustment of virtual instructor’s speed in learning process was shown.