National Taiwan Normal University

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    The Relation between Students' Anxiety and Interest in Playing an Online Game

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    [[abstract]]Over the past decades, the education of students has progressively shifted from the traditional teaching environments to technology-assisted settings. In Taiwan, the preference to provide students with multimedia in environments shared by their peers is gaining acceptance and public attention. Therefore, “Chinese Idioms String Up Puzzle game,” a new text reconstruction online program was developed by the Digital Game-Based Learning Laboratory, National Taiwan Normal University in Taiwan to encourage students to use their organizing schemes to learn Chinese Idioms. A survey was conducted to examine participants' anxiety, interest and cognitive load by using this new computer-assisted game. According to the survey, students felt this new program is interesting and would like to play again in the future. For those students who believe anxiety helps their performance, and for those students whose degree of anxiety lowered after completing the test, they tended to have greater interests in playing the game. Findings of the Partial Least Squares (PLS) contribute to an expanded understanding of both psychological anxiety and somatic anxiety influence their cognitive load, whereas both anxieties was not significantly related to their playing interest. In addition, the study results indicated that the higher degree of psychological and somatic anxiety, the greater cognitive load participants had.

    調查研究法在數位學習的應用

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    [[abstract]]科技的發展改變了人類的生活型態,也改變了人類的學習方式。面對數位原生的新世代,如何利用科技來輔助學習,在教育領域中扮演著關鍵性的角色。鑑於國內鮮有相關的中文書籍可供參考,高教出版社特別商請臺灣師範大學宋曜廷教授與張國恩教授擔任「數位學習系列」叢書的總編輯,規劃一系列的數位學習專書,邀集國內數位學習領域的專家,針對特定主題精心編著華文界最具學術性與可讀性的數位學習論著,盼能提供研究者、學生以及對數位學習有興趣的人士,在進行相關研究時一個參考的依據。   本系列的第一本書為「數位學習研究方法」,內容含括量化方法、質性方法及混合取向等三大部分,以具體的實例說明如何利用不同的研究方法來進行數位學習的相關研究,以及這些研究方法的實用時機與應用的範圍,最後再以「資訊時代的學術倫理」作結。本書的作者皆是國內數位學習領域的一時之秀,長期投入於數位學習研究中,以他們豐富的研究經驗,必能指引讀者以最短的時間掌握數位學習研究方法的精髓。

    Evaluating proposals for experiments: An application of Web-based self- and peer-assessment

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    [[abstract]]Thirty-four undergraduates used Web-based self- and peer-assessment procedures for evaluating proposals in experimental psychology courses. Students presented their proposals and commented on the proposals of others on the Web. Results indicated that proposal observation and peer interaction enhanced the quality of students' proposals. These procedures also enhanced the interrater reliability of within-group members' proposal ratings.

    The design and application of a Web-based self- and peer-assessment system

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    [[abstract]]This study describes the web-based self- and peer-assessments system, or the Web-SPA, which has been shown to provide teachers with a flexible interface with which to arrange various self- and peer-assessment procedures. Secondly, this study examines the effects of the application of the progressively focused self- and peer-assessment (PFSPA) procedures that are made available with the Web-SPA. In an evaluative study with 76 third-graders (14 or 15 years old) of junior school, it has been found that the upon completion of the PFSPA activities, the students demonstrate greater objectivity in their self-assessment scores; it has also been shown that significant consistency is found between the students’ self- and peer-assessments results and that the assessment results of teachers. Furthermore, the quality of the students’ works improved after the assessment activities.

    Cooperative learning in small EFL early reading groups

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    Developing geometry thinking through multimedia learning activities

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    [[abstract]]In this study, a multimedia learning software program named GeoCAL is described. It is based on van Hiele’s geometric thinking level theory, which consists of four levels: recognition, visual association, description/analysis, and abstraction/relation. In addition to presenting the software design, this study also explores the learning effects of GeoCAL on each of the geometric thinking levels and on overall geometric thinking. The subjects of this study are second-grade elementary school students of an average age of eight who have not previously had formal lessons in geometry. The experimental results indicate that, with the exception of recognition ability, GeoCAL produces significant learning effects on visual association, description/analysis and abstraction/relation as well as overall geometric thinking.

    Effects of a mobile electronic guidebook on visitors' attention and visiting behaviors

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    [[abstract]]Museums are one of the most important institutions providing students with the opportunity to gain knowledge, experience cultures, and develop different interests in an informal learning setting. As information and communication technology (ICT) has become more popular, many researchers have also become concerned with how to use mobile devices to support the museum’s functions of lifelong learning. Although researchers have proposed several innovative types of mobile-device based electronic guidebooks, the effects of the most used audio-visual guidebooks have been rarely evaluated. This study explored the effect of a mobile electronic guidebook on visiting behaviors in a museum of history. Visitors’ behaviors with two visiting modes (visiting with the electronic guidebook and visiting without supplementary tools) were compared. Forty-two college students were invited to visit the National Museum of History in Taiwan and were randomly assigned to one of the two visit modes. The results showed that the students with the electronic guidebook had a longer holding time with exhibits than the students without supplementary materials. The sequential analysis of visiting behaviors also showed that the students with the electronic guidebook displayed more inquisitive and structural behaviors when interacting with the exhibits.

    The design and application of a computer assisted reading comprehension system with multiple strategies

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    [[abstract]]Teachers in classroom situations usually have difficulty becoming familiar with and preparing for multiple strategies for reading instruction. Computer technology may be a potential approach to help overcome the difficulty of strategy instruction. However, most of the studies on computer-assisted reading deal with reading issues on more fundamental levels rather than higher-level text comprehension. In this study, the ASOIM (attention-selection-organization-integration-monitoring) model of text comprehension was used as a foundation to design a multi-strategy based Computer Assisted Strategies Teaching and Learning Environment (CASTLE), aiming to enhance the learner's strategy-application and text comprehension abilities. The application effects of CASTLE were empirically evaluated. 130 sixth-graders took part in an 11-week of system evaluation experiment. The results show that CASTLE helps enhance the strategy-application and text comprehension abilities of elementary students.

    Sports and Happiness

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    [[abstract]]The purpose of this study is to analyze "happiness" as a form of emotion as well as the types of happiness. By making reference to the definition of happiness in the dictionary edited by the Ministry of Education and the words and phrases related to happiness, it is discovered that the empirical research on positive psychology being promoted in Western psychology indicates that happiness is the subjective sense of joy evolving towards realistic happiness. Despite the efforts on happiness-related theories, the theory of authentic happiness does not really cover the Chinese mentality that is deeply influenced by Confucianism, Buddhism, and Taoism when compared to the state of "sukha" in the Buddhist practice. Recent studies on monks' brain-waves verified that happiness is more complex than it is explained in psychological theories. Regarding the relationship between sports and happiness, the Diverse Happiness Scale we devised was implemented on 565 subjects of different ages, and the analysis shows that the correlation between intense sports and the entire Scale is too low to pass the criteria point. However, dynamic recreational activities are correlated with the Scale to a certain degree. By examining the factors yielded by the Scale, we gained an initial understanding that the rewards of sports perceived by people are different from the happiness that people experience in their lives. The joyful experience brought forth by sports is referred to as "kinesthetic happiness" in this study.

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