Using web-based media texts to enhance secondary students' motivation in English learning

2006 ◽  
Author(s):  
Wing-sze, Helen Cheung
2013 ◽  
Vol 24 (1) ◽  
pp. 77-95 ◽  
Author(s):  
Hsien-Chin Liou ◽  
Jason S. Chang ◽  
Hao-Jan Chen ◽  
Chih-Cheng Lin ◽  
Meei-Ling Liaw ◽  
...  

2010 ◽  
pp. 1825-1843
Author(s):  
Gwo-Jen Hwang ◽  
Hsiang Cheng ◽  
Carol H.C. Chu ◽  
Judy C.R. Tseng ◽  
Gwo-Haur Hwang

In the past decades, English learning has received lots of attention all over the world, especially for those who are not native English speakers. Various English learning and testing systems have been developed on the Internet. Nevertheless, most existing English testing systems represent the learning status of a student by assigning that student with a score or grade. This approach makes the student aware of his/her learning status through the score or grade, but the student might be unable to improve his/her learning status without further guidance. In this paper, an intelligent English tense learning and diagnosticsystem is proposed, which is able to identify studentlearning problems on English verb tenses and to provide personalized learning suggestions in accordance with eachstudent’s learning portfolio. Experimental results on hundreds of college students have depicted the superiority of the novel approach.


2019 ◽  
Vol 13 (03) ◽  
pp. 343-366 ◽  
Author(s):  
Vinh T. Nguyen ◽  
Rebecca Hite ◽  
Tommy Dang

Web-based virtual reality (VR) development tools are in ubiquitous use by software developers, and now, university (undergraduate) students, to move beyond using, to creating new and energizing VR content. Web-based VR (WebVR), among other libraries and frameworks, have risen as a low-cost platform for users to create rich and intuitive VR content and applications. However, the success of WebVR as an instructional tool relies on post-secondary students technological acceptance (TA), the intersectionality of a user’s perceived utility (PU) and perceived ease of use (PEOU, or convenience) with said technological tool. Yet, there is a dearth of exploratory studies of students’ experiences with the AR/VR development technologies to infer their TA. To ascertain the viability of WebVR tools for software engineering undergraduates in the classroom, this paper presents a 3-case contextual investigation of 38 undergraduate students tasked with creating VR content. In each use case, students were provided increasing freedom in their VR content development parameters. Results indicated that students demonstrated elements of technological acceptance in their selection of webVR and other platforms, and not only successfully creating rich and robust VR content (PU), but also executing these projects in a short period (PEOU). Other positive externalities observed were students exhibitions of soft skills (e.g. creativity, critical thinking) and different modes of demonstrating coding knowledge, which suggest further study. Discussed are the lessons learned from the WebVR and VR/AR interventions and recommendations for WebVR instruction. This work may be helpful for both learners and teachers using VR/AR in selecting, designing, and developing coursework materials, tools, and libraries.


2008 ◽  
Vol 31 (2) ◽  
pp. 70-82
Author(s):  
C. Chumo ◽  
E.A.M. Mjema

A prototype of a web-based interface for an online database was developed to be used by youth organizations in Dar-es-Salaam. A participatory approach involving secondary students in the identification of user interface requirements, in designing and testing the prototype was used. A questionnaire was designed and manned in seven secondary schools in Dar-es-Salaam to estimate the Internet usage. Interviews were conducted to countercheck the questionnaire responses. The interview and the questionnaire helped to come up with a set of user requirements for the web-based interface of an online information search. From thespecifications of the user requirements the author was able to create a youth-friendly web based prototype that can be used by youth groups in Dar-es-Salaam.


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