<p class="Abstract">In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based learning (DGBL) to environmental education. A total of 32 fourth graders in an elementary school participated in a seven-week DGBL teaching experiment. After the experimental teaching session, a survey concerning "perceived ease of use", "perceived usefulness", and "user intentions" was conducted. The results show that the DGBL system is suitable for both genders at all levels of experience. In addition, the 4th grade students' "perceived ease of use", "perceived usefulness", "attitudes toward use", and "intention to use" reveal a high degree of positive and significant correlations. Furthermore, a path analysis verifies that DGBL acceptance will be directly influenced by a learner's "attitude toward use" and "perceived usefulness." Finally, when designing DGBL for 4th graders, the rich learning content and ease of use should be taken into account because they significantly contribute to a learner's intention to use the system, which may result in greater learning effectiveness.</p>
With the advance of mobile technology, mobile devices have become more portable and powerful with numerous useful tools in daily life. Thus, mobile learning has been widely involved in e-learning studies. Many studies point out that it is important to integrate both pedagogical and technical strengths of mobile technology into learning settings. Thus, the purpose of this study aims to investigate the effects of implementing a ubiquitous multimedia message transmitting platform (U-Msg) for college students' English learning. 19 college students participated in a four-week experiment and each student used client-side application platform U-Msg platform for English learning through an Android-based mobile phone. After the experiment, a survey questionnaire with 22 questions was administered. The findings of this study show that those participants hold significantly positive attitude of U-Msg platform, including platform quality, learning content, platform support, platform usefulness, user satisfaction, and platform use. That is, this U-Msg platform for English learning can be effective and suitable for college students' English learning.
The purpose of this study is to develop a mobile learning system for Pingtung Matzu (Taiwan Buddha) culture for 5 th grade students to understand the local geography and history as well as to estimate the effects of the system and students' satisfaction. The system was designed with a HSDPA (3.5G) wireless mobile and an Eee PC mobile learning device. The system employed an interactive function which allowed the social studies teacher to intervene when students needed assistance. The system was piloted by six 5th grade students and nine teachers. The results of this study indicate that (1) students tend to focus on tasks when the collaborative learning dialogue of the system intervene, (2) the mobile learning technology improves for students' learning, (3) the font of Eee PC was too small and uncomfortable for long watching; and (4) users need more practice with the Chinese keyboard.
Taiwan is going to start 12-year compulsory education in 2014, so education strategies once again become an important issue for research and discussion. The current study used the web-based cooperative learning with Windows Live as a teaching strategy to teach Mathematics course in a junior high school in Taiwan. The subjects, 3 classes of firstyear students, were divided into experimental group and control group based on the average scores of their previous tests. For 12 weeks, the experimental group received experimental instruction with Windows Live, while the control group was taught with traditional teaching method. Pre-test and post-test of learning achievement were conducted on both groups, and an additional questionnaire was answered by the experimental group. The data from this study, analyzed by ANCOVA, showed that the group receiving Windows Live web-based cooperative learning obtained significantly higher achievement than the group learning with traditional teaching method. The research result thus indicates that Windows Live web-based cooperative learning is an effective teaching strategy in enhancing students' achievement.
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