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Hwang, Gwo-Jen; Chang, Shao-Chen – British Journal of Educational Technology, 2021
With the advancements in technology networks, mobile learning has been extensively applied in teaching contexts, enabling closer interaction between students and authentic environments. Previous studies have indicated that, when learning in real-world contexts, students need to interact with real learning targets and peers as well as the digital…
Descriptors: Electronic Learning, Peer Evaluation, Concept Mapping, Program Effectiveness
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Lee, Yen-Fen; Lin, Chi-Jen; Hwang, Gwo-Jen; Fu, Qing-Ke; Tseng, Weu-Hui – Interactive Learning Environments, 2023
One main objective of art education is to foster students' art evaluation as well as their creative thinking ability. Engaging students in artwork sharing and peer feedback is a frequently adopted approach in school settings. However, most students have difficulties providing constructive comments during the peer-feedback process. To address this…
Descriptors: Foreign Countries, Elementary School Students, Creative Thinking, Metacognition
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Chen, Yu-Ting; Li, Ming; Huang, Chang-Qin; Han, Zhong-Mei; Hwang, Gwo-Jen; Yang, Gang – British Journal of Educational Technology, 2022
Writing is a recording process involving complex dynamic behaviours, which is closely connected with authentic contexts. A free authentic context can form a link with students' life experience and their prior knowledge, so that students' deep writing skills can be stimulated. However, in traditional writing activities, the lack of authentic…
Descriptors: Foreign Countries, Elementary School Students, Computer Simulation, Writing (Composition)
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Hwang, Gwo-Jen; Zou, Di; Wu, Ying-Xuan – Educational Technology Research and Development, 2023
Most conventional information literacy classes apply direct instruction where students focus on memorizing target knowledge. As this approach promotes little active learning, while digital storytelling could effectively involve students, we proposed a digital storytelling approach to enhancing students' information literacy development in this…
Descriptors: Elementary School Students, Information Literacy, Self Efficacy, Critical Thinking
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Wang, Liang-Hui; Chen, Bing; Hwang, Gwo-Jen; Guan, Jue-Qi; Wang, Yun-Qing – International Journal of STEM Education, 2022
Many researchers have explored the impact of digital games on learning effects in different STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game-based STEM education on the learning achievement of K-12 or higher education students. The analysis results of effect sizes from 33 studies (N = 3894) published from…
Descriptors: STEM Education, Computer Games, Elementary School Students, Secondary School Students
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Hooshyar, Danial; Pedaste, Margus; Yang, Yeongwook; Malva, Liina; Hwang, Gwo-Jen; Wang, Minhong; Lim, Heuiseok; Delev, Dejan – Journal of Educational Computing Research, 2021
Educational games have been increasingly used to improve students' computational thinking. However, most existing games have focused on the theoretical knowledge of computational thinking, ignoring the development of computational thinking skills. Moreover, there is a lack of integration of adaptivity into educational computer games for…
Descriptors: Educational Games, Computer Games, Game Based Learning, Computation
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Sung, Han-Yu; Hwang, Gwo-Jen; Chen, Chin-Yu; Liu, Wen-Xiu – Interactive Learning Environments, 2022
The Analects of Confucius has been identified as an important and influential philosophy around the globe. However, in traditional instruction, it is difficult to express the spirit of this philosophy. Therefore, many students consider it as a big challenge to study the Analects of Confucius. To cope with this problem, in this study, an…
Descriptors: Electronic Learning, Learning Processes, Confucianism, Philosophy
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Wang, Xiao-Ming; Wang, Shi-Man; Wang, Jia-Ni; Hwang, Gwo-Jen; Xu, Su – Journal of Educational Computing Research, 2023
At present, environmental issues are of concern to all countries, especially for developing countries, and education on waste sorting is urgent. However, it remains a challenge to improve students' learning achievement and engagement in environmental education. Researchers have pointed out the potential of digital games for promoting students'…
Descriptors: Environmental Education, Game Based Learning, Video Games, Program Effectiveness
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Hwang, Gwo-Jen; Chang, Shao-Chen; Song, Yanjie; Hsieh, Min-Chuan – Journal of Computer Assisted Learning, 2021
Scholars have suggested that flipped learning can be enhanced by designing effective in-class learning activities to improve students' higher order thinking skills. Problem posing has been recognized as such a learning strategy that has great potential for improving students' higher order thinking skills. However, it has been reported as a…
Descriptors: Flipped Classroom, Educational Environment, Electronic Learning, Concept Mapping
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Yang, Gang; Chen, Yu-Ting; Zheng, Xiao-Li; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Due to the lack of life experience and situational experience, it is difficult to arouse pupils' inner motivation and interest in writing. Therefore, the early stage of Chinese writing may be a challenge for Chinese pupils. In order to solve this problem, a spherical video-based virtual reality (SVVR) experience learning system was developed to…
Descriptors: Computer Simulation, Video Technology, Descriptive Writing, Writing Achievement