- Innovative Teaching and Learning Methods
- Engineering Education and Curriculum Development
- Online and Blended Learning
- Educational Games and Gamification
- Reflective Practices in Education
- Problem and Project Based Learning
- Open Education and E-Learning
- EFL/ESL Teaching and Learning
- Online Learning and Analytics
- Education and Critical Thinking Development
- Education and Technology Integration
- Mobile Learning in Education
- Teaching and Learning Programming
- Educational Environments and Student Outcomes
- Digital literacy in education
- Technology-Enhanced Education Studies
- Intelligent Tutoring Systems and Adaptive Learning
- Second Language Learning and Teaching
- Second Language Acquisition and Learning
- Educational Strategies and Epistemologies
- Innovations in Medical Education
- Design Education and Practice
- Educational Assessment and Pedagogy
- Creativity in Education and Neuroscience
- Medical Research and Treatments
Arizona State University
2014-2023
University of Georgia
2007-2010
Foreign Language Anxiety (FLA) is considered a central affective factor influencing English as (EFL) learning. This study thus developed an online simulation game to create virtually situated learning environment for reducing EFL primary school students' FLA levels and improving their vocabulary A total of 110 fifth graders from four classes participated in this study. Two were randomly assigned the experimental group (N = 57) using game, other two control 53) onsite instruction. Each...
Abstract Reflection is a critical factor in solving design problems. Using good methods to observe designers' reflection essential inform the of learning environments that support development problem‐solving skills. In this study, we have developed and validated novel self‐reporting questionnaire as an efficient instrument explore reflection, called Assessing Reflective Thinking Solving Design Problems ( ARTiD ). This has been based on three‐dimensional model for reflective thinking: timing,...
Few studies have focused on the comparison between collaborative and individual digital game-based learning (DGBL) performance for students who study English as a Foreign Language (EFL). In DGBL, how composition of foreign language anxiety (FLA) within groups affects students' remains uncertain. This aimed to examine effects DGBL primary school with different FLA levels inform instruction. Ninety-six fifth-graders from four classes were identified low, moderate, high according Classroom...
Developing K-12 students’ computational thinking (CT) skills is essential. Building on the existing literature that has emphasized programming skill development, this study expands focus to examine use of underlying CT cognitive during collaborative problem-solving processes. A case approach was employed video data 5th graders engaging in an integrated-STEM robotics curriculum. The findings reveal students applied algorithmic most frequently and prediction least. They recorded debugging...
Educational technology literature presents a remarkable conglomeration of diverse research focuses the past few decades. Some examines effectiveness integrating hardware devices suc...