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PurposeThis study aims to explore culture as the unit of analysis in comparative education in the context of technology-mediated learning known as Digital Game-Based Learning (DGBL).Design/methodology/approachTwo digital games for Chinese language learning were purposefully designed and produced...
PurposeThis study aims to investigate how globalised business programmes in higher education in Taiwan fills latent gaps between business education and the local job markets from viewpoints of teachers, students in higher education, and those working in the job markets within five years of...
PurposeThis study attempts to establish and compare multilevel models that significantly predict school effects on adding value to their students regarding English reading from Secondary One to Secondary Six. Design/methodology/approachThe data was collected from 3,993 students within 66 schools...
PurposeIn 2012, the eight UGC-funded higher education institutions in Hong Kong completed a multi-year process in which the majority of academic programs were transformed from three-year to four-year undergraduate curricula to accommodate liberal arts education. This article first discusses why...
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