October 2018, Volume 21, Issue 4

Special Issue on "Authentic Edutainment with Advanced Technologies"

Guest Editor(s):Rustam Shadiev, Wu-Yuin Hwang, Gheorghita Ghinea and Maiga Chang

Full Length Articles

Comparison of Animation and Static-picture based Instruction: Effects on Performance and Cognitive Load for Learning Genetics

Chi Yang, Chun-Hui Jen, Chun-Yen Chang, Ting-Kuang Yeh


Developing a Multidimensional Framework for Analyzing Student Comments in Wikis

Xiao Hu, Christy Weng-Lam Cheong, Samuel Kai-Wah Chu


Strengthening Social Networks in Online Discussion Forums to Facilitate Help Seeking for Solving Problems

Po-Yao Chao, K. Robert Lai, Chen-Chung Liu, Hung-Ming Lin


Analysing Group Dynamics of a Digital Game-based Adventure Education Course

Chang-Hsin Lin, Ju-Ling Shih


Social Networking Sites as Formal Learning Environments in Business Education

Abida Ellahi


Factors Related to ICT Competencies for Students with Learning Disabilities

Ting-Fang Wu, Cheng-Ming Chen, Hui-Shan Lo, Yao-Ming Yeh, Ming-Chung Chen


Increasing Information Reposting Behavior in Online Learning Community

Omid R. B. Speily, Ahmad A. Kardan



Authentic Edutainment with Advanced Technologies

Rustam Shadiev, Wu-Yuin Hwang, Gheorghita Ghinea, Maiga Chang


Special Issue Articles

Development of a SoLoMo Game-Based Application for Supporting Local Cultural Learning in Taiwan

Yen-Ting Lin, Yu-Ming Tseng, Yi-Sheng Lee, Tz-Chi Wang, Shu-I Tsai, Yun-Jhih Yi


User-Oriented EFL Speaking through Application and Exercise: Instant Speech Translation and Shadowing in Authentic Context

Thi-Huyen Nguyen, Wu-Yuin HwangXuan-Lam Pham, Zhao-Heng Ma


Application and Analysis of a Mobile E-Book System Based on Project-Based Learning in Community Health Nursing Practice Courses

Ting-Ting Wu, Yueh-Min Huang, Chen-Ying Su, Lei Chang, Yi Chen Lu


Enhanced Agility of E-Learning Adoption in High Schools

Gebremariam Mesfin, Gheorghita Ghinea, Tor-Morten Grønli, Wu-Yuin Hwang


Educational Games to Enhance Museum Visits for Schools

Benoît Bossavit, Alfredo Pina, Isabel Sanchez-Gil, Aitziber Urtasun


Using Exaggerated Feedback in a Virtual Reality Environment to Enhance Behavior Intention of Water-Conservation

Wei-Che Hsu, Ching-Mei Tseng, Shih-Chung Kang


Gender-Related Differences in Collaborative Learning in a 3D Virtual Reality Environment by Elementary School Students

Yi-Lien Yeh, Yu-Ju Lan, Yen-Ting R. Lin


A Study of the Use of Wearable Devices for Healthy and Enjoyable English as a Foreign Language Learning in Authentic Contexts

Rustam Shadiev, Wu-Yuin Hwang, Tzu-Yu Liu


Investigating Flipped Classroom and Problem-based Learning in a Programming Module for Computing Conversion Course

Adriana E. Chis, Arghir-Nicolae Moldovan, Lisa Murphy, Pramod Pathak, Cristina Hava Muntean


iAbstract: Game-driven Keyword Auction and Summarization for Academic Reading

Hercy N. H. Cheng, Calvin C. Y. Liao, Wan-Chen Chang


Gamifying and Mobilising Social Enquiry-based Learning in Authentic Outdoor Environments

Morris Siu-Yung Jong, To Chan, Ming-Tak Hue, Vincent W. L. Tam


Starting from Volume 17 Issue 4, all published articles of the journal of Educational Technology & Society are available under Creative Commons Attribution License CC BY-NC-ND 3.0 license.