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Hung Tzu Huang; Hsin Yu Chan – Modern Language Journal, 2024
This study responds to calls to reexamine the L2 motivational self system framework in order to understand motivations to learn languages other than English. Specifically, we explore Indigenous Taiwanese students' heritage language learning motivation from a possible selves perspective. Following work on the rooted L2 self, the construct of the…
Descriptors: Cultural Background, Indigenous Populations, Second Language Learning, Student Motivation
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Diesendruck, Gil; Chiang, Wen-Chi; Ferera, Matar; Benozio, Avi – Developmental Psychology, 2019
Adults value scarce objects, such as rare precious stones and limited edition items. This valuation may derive from an understanding of market forces and sociological considerations, but it may also be related to more basic cognitive and motivational processes. The present studies addressed these possibilities by investigating the development and…
Descriptors: Cultural Differences, Preferences, Children, Foreign Countries
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Chen, Liwen – Educational Technology & Society, 2023
The aim of this Q-study was to identify and categorize learners' learning styles and preferences with regard to the incorporation of gamification-enhanced activities in a partially flipped gamified classroom during a Taiwan university eighteen week's Introduction to Marketing course. Q-methodology was used because it identifies assorted viewpoints…
Descriptors: Cognitive Style, Flipped Classroom, Teaching Methods, Q Methodology
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Schmidt-Jones, Catherine Anne – International Journal of Music Education, 2017
There is currently considerable interest in strengthening the connections between formal music education and informal, self-motivated music practices. Participants in this study were adults who were self-motivated to learn formal music concepts, but had encountered barriers to doing so independently. The study offered them individual online…
Descriptors: Music Education, Informal Education, Self Motivation, Adults
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Han, Hsiao-Cheng – Studies in Art Education: A Journal of Issues and Research in Art Education, 2015
This research is an empirical study using gamified pedagogy in a 3-D animation course in a Visual Communication Design Department. By conducting this research, I hope to increase student interest in learning 3-D animation and to decrease student fears of learning professional 3-D software. Through this research, I have developed a theory of…
Descriptors: Studio Art, Games, Teaching Methods, Animation
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Chen, Li-Ming; Wu, Pi-Ju; Cheng, Ying-Yao; Hsueh, Hsiu-I – International Journal of Aging and Human Development, 2011
This study draws on the perspectives of educators to explore the factors and processes underlying wisdom development. We interviewed 25 wise Taiwanese nominees and used a grounded theory method to analyze the qualitative data. The wise nominees mentioned eight facilitative factors, including work experiences, life experiences, social interactions,…
Descriptors: Foreign Countries, Grounded Theory, Qualitative Research, Inquiry
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Jiau, H. C.; Chen, J. C.; Ssu, Kuo-Feng – IEEE Transactions on Education, 2009
Game-based assignments typically form an integral component of computer programming courses. The effectiveness of the assignments in motivating students to carry out repetitive programming tasks is somewhat limited since their outcomes are invariably limited to a simple win or loss scenario. Accordingly, this paper develops a simulation…
Descriptors: Self Motivation, Programming, Educational Games, Computer Simulation