Search results for author:"Feihong Wang"
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Journal of Educational Technology Vol. 7, No. 2 (2010) pp. 1–7
Cell phone learning (C-learning), as an instructional approach, has been gaining more and more attention in the field of teaching English as a foreign language (EFL) in the last 10 years. While studies have proved C-learning an effective...
TechTrends: Linking Research and Practice to Improve Learning Vol. 56, No. 4 (May 2012) pp. 15–18
Second Life (SL) has been gaining increased attention in Education since it was launched in 2003. Language educators explored SL mainly as a virtual learning environment where learners can interact with native speakers (e.g., Hislope, 2008; Wang,...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 2099–2114
The purpose of this article is to suggest the computer game-based learning approach for retired older adults’ learning of computer skills. This article starts with a discussion on the benefits and appropriateness of using computers and the Internet...
The Overlapping Worlds View: Analvzing Identity Transformation in Real and Virtual Worlds and the Effects on Learning
Journal of Educational Technology Vol. 5, No. 2 (2008) pp. 55–63
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently,...
Journal of Educational Technology Vol. 6, No. 4 (2010) pp. 8–16
During the past two decades, the popularity of computer and video games has prompted games to be a source of study for educational applications (Dickey, 2007). The most distinguishing characteristic of games is their capability to engage and...
Quarterly Review of Distance Education Vol. 11, No. 3 (2010) pp. 183–186
The three-dimensional (3D) virtual world is one of the current innovations that has been discussed extensively as the potential medium for online distance education. Despite the heated discussion on the possible applications of 3D virtual worlds for ...
Journal of Educational Technology Systems Vol. 40, No. 1 (2012) pp. 45–58
The purpose of this study was to investigate senior Chinese adults' potential acceptance of computer game-based learning (CGBL) by probing their perceptions of computer game play and their perceived impacts of game play on their learning of computer ...