Search results for author:"Vincent Tam"
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An Intelligent E-Learning Software for Learning to Write Correct Chinese Characters on Mobile Devices
Interactive Technology and Smart Education Vol. 9, No. 4 (2012) pp. 191–203
Purpose: Learning Chinese is unquestionably very important and popular worldwide with the fast economic growth of China. To most foreigners and also local students, one of the major challenges in learning Chinese is to write Chinese characters in...
World Conference on Educational Media and Technology 2002 (2002) pp. 2113–2115
The University of Hong Kong has been critically aware of the need for students to gain access to their instructors at various times and from various locations. In a sense, education may be enhanced and communication accomplished while the student is ...
Society for Information Technology & Teacher Education International Conference 2003 (2003) pp. 1148–1151
The Hand-Held devices for Internal Teaching (HHIT) project was initiated in November 2001. Early results were reported at Ed-Media 2002. The HHIT-I (FAQ) subsystem permits instructor access outside the classroom for students' questions and dialogue. ...
Educational Media International Vol. 51, No. 3 (2014) pp. 166–184
This paper describes a project, including the design, development, and use of a mobile application (referred to as application hereafter) for learning Chinese as a second language in a bilingual primary school. The application was designed for iPod...
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 277–292
There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance the current learning and teaching practices in school education. Leveraging the context-aware mobile technology and student...
International Association for Development of the Information Society (IADIS) International Conference on Educational Technologies 2017 (2017)
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of...