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    <title>Using Online EFL Interaction to Increase Confidence, Motivation, and Ability</title>
    <link>https://ir.lib.ncu.edu.tw/handle/987654321/51607</link>
    <description>title: Using Online EFL Interaction to Increase Confidence, Motivation, and Ability abstract: Teachers of English as a Foreign Language (EFL) in Taiwan often use an outdated lecture-memorization methodology resulting in low motivation, confidence, and ability on the part of students. Innovative educators are exploring use of technology, such as videoconferences with native speakers, to enrich the classroom; however few guidelines have been developed for effective videoconference instructional design. This study used a survey methodology, Exploratory Factor Analysis, and Structural Equation Modeling to examine which elements of learning via videoconferencing most beneficially affect motivation, confidence, and ability. The study found that long-term changes in ability are best predicted by enjoyment of the learning experience. The data also suggested that even a small amount of authentic interaction in English made students more comfortable in applying their skills, more confident in what they learned, and more inspired to make global, cross-cultural connections. Therefore, EFL instructors should strive to use student-centered active learning and to offer their students interactions with native speakers, including interactions via distance technology.
&lt;br&gt;</description>
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  <item rdf:about="https://ir.lib.ncu.edu.tw/handle/987654321/51605">
    <title>THE EFFECTS OF PRE-READING AND SHARING MECHANISMS ON LEARNING WITH THE USE OF ANNOTATIONS</title>
    <link>https://ir.lib.ncu.edu.tw/handle/987654321/51605</link>
    <description>title: THE EFFECTS OF PRE-READING AND SHARING MECHANISMS ON LEARNING WITH THE USE OF ANNOTATIONS abstract: This study is aimed at investigating students' annotation behaviors and their effects on learning achievement with pre-reading (reading before class) exercises and Web-based sharing mechanisms. An 8-week quasi-experiment was conducted with 125 sixth-grade elementary school students. The study shows the following results. First, a significant correlation was evident between pre-reading with a Web-based annotation tool and learning achievement. Furthermore, implementing a pre-reading sharing mechanism with Web-based annotation capabilities could stimulate and help students perform more useful pre-reading by reviewing others' annotations, thereby enlarging the effectiveness of pre-reading as it relates to learning. Second, participants' pre-reading exercises with a Web-based annotation tool revealed their preparation before class as well as reflected their prior knowledge, thereby helping the instructor to prepare the lecture well in advance. In the future, more advanced mechanisms, such as self-regulation learning, will be studied to encourage students to efficiently manage learning before class.
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    <title>The Effects of Different On-line Searching Activities on High School Students' Cognitive Structures and Informal Reasoning Regarding a Socio-scientific Issue</title>
    <link>https://ir.lib.ncu.edu.tw/handle/987654321/51603</link>
    <description>title: The Effects of Different On-line Searching Activities on High School Students' Cognitive Structures and Informal Reasoning Regarding a Socio-scientific Issue abstract: Learners' ability in dealing with socio-scientific issues has been highlighted in contemporary science education. This study explored the effects of different on-line searching activities on high school students' cognitive structure outcomes and informal reasoning outcomes. By using a quasi-experimental research approach, thirty-three students were assigned to a &amp;quot;guided searching task group&amp;quot;, while thirty-five students were assigned to an &amp;quot;unguided searching task group&amp;quot;. The treatments of this study were two different on-line searching activities. All the participants were asked to search relevant information regarding nuclear power usage on the Internet during the period of two classes (100 min). However, the students in the un-guided searching task group were asked to search freely, while those in the guided searching task group were provided with a searching guideline. The participants' cognitive structures outcomes as well as their informal reasoning outcomes regarding nuclear power usage were assessed before and after the conduct of on-line searching tasks. The results of ANCOVA revealed that the students in the guided on-line searching task group significantly outperformed their counterparts in the extent (p &lt; 0.01) and the richness of their cognitive structures (p &lt; 0.01). Also, they significantly outperformed their counterparts in the usage of the two information processing strategies, &amp;quot;comparing&amp;quot; (p &lt; 0.05) and &amp;quot;inferring or explaining&amp;quot; (p &lt; 0.05). Moreover, it was also found that the students in the guided on-line searching task group only outperformed their counterparts in their supportive argument construction (p &lt; 0.05). In other words, the guided searching tasks did help the students obtain better cognitive structure outcomes; however, the increments on their cognitive structure outcomes may only help them to propose more supportive arguments, but their rebuttal construction (an important indicator for their reasoning quality) was not particularly improved.
&lt;br&gt;</description>
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  <item rdf:about="https://ir.lib.ncu.edu.tw/handle/987654321/51601">
    <title>The effect of simulation games on the learning of computational problem solving</title>
    <link>https://ir.lib.ncu.edu.tw/handle/987654321/51601</link>
    <description>title: The effect of simulation games on the learning of computational problem solving abstract: Simulation games are now increasingly applied to many subject domains as they allow students to engage in discovery processes, and may facilitate a flow learning experience. However, the relationship between learning experiences and problem solving strategies in simulation games still remains unclear in the literature. This study, thus, analyzed the feedback and problem solving behaviors of 117 students in a simulation game, designed to assist them to learn computational problem solving. It was found that students when learning computational problem solving with the game were more likely to perceive a flow learning experience than in traditional lectures. The students' intrinsic motivation was also enhanced when they learned with the simulation game. In particular, the results of the study found a close association between the students' learning experience states and their problem solving strategies. The students who perceived a flow experience state frequently applied trial-and-error, learning-by-example, and analytical reasoning strategies to learn the computational problem solving skills. However, a certain portion of students who experienced states of boredom and anxiety did not demonstrate in-depth problem solving strategies. For instance, the students who felt anxious in the simulation game did not apply the learning-by-example strategy as frequently as those in the flow state. In addition, the students who felt bored in the simulation game only learned to solve the problem at a superficial level. (C) 2011 Elsevier Ltd. All rights reserved.
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