2019
DOI: 10.1080/10494820.2019.1593199
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The development and evaluation of self-directed digital learning material development platform for foreign language education

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Cited by 12 publications
(13 citation statements)
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“…These findings lend support to the prior literature that reports positive perceptions of LMSs by university EFL students (Siahaan, 2020;Zhonggen et al, 2019). Additionally, the present findings provide indirect support to Pan & Gan (2020), and Karademir et al (2019), who posit that university EFL lecturers tend to perceive LMSs positively.…”
Section: Positive Framing Of Canvassupporting
confidence: 89%
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“…These findings lend support to the prior literature that reports positive perceptions of LMSs by university EFL students (Siahaan, 2020;Zhonggen et al, 2019). Additionally, the present findings provide indirect support to Pan & Gan (2020), and Karademir et al (2019), who posit that university EFL lecturers tend to perceive LMSs positively.…”
Section: Positive Framing Of Canvassupporting
confidence: 89%
“…These findings are interpreted by Fathema and Akanda (2020) as the need to introduce courses on how to use Canvas by university staff. Similarly, the study reported by Karademir et al (2019) elucidates how university instructors from different universities in Turkey perceive the use of the LMS that is analogous in function to Canvas, the Self-Directed Digital Learning Material Development Platform. That LMS is perceived as sufficient and valuable by Turkish university staff.…”
Section: Literature Reviewmentioning
confidence: 84%
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“…As a development framework, the ADDIE model has been widely used concerning digital learning in various contexts. For example, ADDIE has been used to develop digital learning materials for adult learners (Karademir et al, 2019), for secondary school students (Mamolo & Wang, 2019;Pradina & Suyatna, 2018;Setiyani et al, 2020), and for elementary school students (Tang et al, 2017). The ADDIE framework has also been utilized for developing various digital software or applications such as digital games (Tanjung & Sitompul, 2020), e-learning applications (Stapa & Mohammad, 2019), and Massive Open Online Course (Fondo & Konstantinidis, 2018).…”
Section: Pendahuluanmentioning
confidence: 99%