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Jian-Wei Lin; Hsieh-Hong Huang; Hong-Ren Chen – Interactive Learning Environments, 2024
Team-Based Learning (TBL) has been widely applied in different fields (courses) and has been indicated to be efficient. Meanwhile, many studies have asserted that Group awareness (GA) information, which visually displays peers' learning context and activities, can increase peer participation within an online collaborative learning environment. As…
Descriptors: Teamwork, Cooperative Learning, Perception, Group Activities
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Wei Li; Cheng-Ye Liu; Judy C. R. Tseng – British Journal of Educational Technology, 2024
Collaborative programming helps improve students' computational thinking and increases their confidence in solving programming problems. However, the effect of collaborative learning is not ideal because it is difficult for students to mobilize metacognition to regulate learning spontaneously. To guide students to effectively regulate the learning…
Descriptors: Foreign Countries, Junior High School Students, Metacognition, Academic Achievement
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Fu-Yun Yu; Ju-Ko Wei – Technology, Pedagogy and Education, 2024
While enabling students to refer to and build on peer-produced work (termed 'citing' herein) during content creation appears pedagogically promising, its associated learning effects remain under-studied. This research aimed at examining the effects of online citing of peer-generated assessment items during student test-construction on promoting…
Descriptors: Foreign Countries, Grade 5, Science Instruction, Peer Teaching
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Brady Michael Jack; Chi-Chen Chen; Thomas J. Smith; Hsin-Hui Wang – Journal of Psychoeducational Assessment, 2024
This study investigated the predictive effect of 11th grade Taiwanese students' (N = 878) self-assessed critical thinking, group participation self-efficacy, and active learning on their genuine learning interest (GLI) in socio-scientific issues (SSI). Results showed that active learning had a direct effect on GLI, while critical thinking and…
Descriptors: Foreign Countries, High School Students, Grade 11, Science and Society
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I-Fan Liu – Computer Assisted Language Learning, 2024
This study developed a realistic, interactive English blockade-running game that integrates virtual environments and mobile devices to conduct a collaborative and competitive contest to promote English learning among technical college students. In addition, it also explored students' learning effectiveness, perception of peer collaboration, and…
Descriptors: Foreign Countries, Vocational Schools, Technical Institutes, College Students
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Ju-Chieh Huang – Interactive Learning Environments, 2024
This research integrated cooperative inquiry strategies to implement blended learning and analyzes the learning effects based on the perspectives of goal setting theory and well-being theory. Blended learning combines the advantages of classroom teaching and online learning and enables students to review material to further their understanding.…
Descriptors: Blended Learning, Cooperative Learning, Inquiry, Goal Orientation
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Jo-Ying Chu; Andy D. Huang – Studies in Higher Education, 2024
Discussions of 'diversity' in higher education are often limited to structural diversity (i.e. access to higher education based on demographic variables), which is just one form of diversity that impacts student learning outcomes. Others include curricular diversity (a measure of the interdisciplinary of the coursework) and interactional diversity…
Descriptors: Higher Education, Equal Education, Diversity, Academic Achievement
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Husni Mubarok; Chi-Jen Lin; Gwo-Jen Hwang – Interactive Learning Environments, 2024
In language learning, it is important to foster students' computational thinking and improve their skills of building arguments and dialectical structure, teamwork, and decision accuracy. This is especially so in English language courses which aim to promote students' cultural learning interest, creative thinking, and oral presentation.…
Descriptors: English (Second Language), Computer Simulation, Second Language Learning, Cooperative Learning
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Hui-Chun Hung; Min-Yu Chuang; Cheng-Huan Chen – International Journal of Science and Mathematics Education, 2024
Due to the pandemic, many students have been forced to study remotely. This study aims to investigate the impact of online collaboration scripts on learning outcomes in virtual reality (VR) co-creation learning activities during distance learning. The collaboration scripts were designed to foster students' remote teamwork. The participants…
Descriptors: COVID-19, Pandemics, Distance Education, Cooperative Learning
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Yu-Chi Chou – Education and Training in Autism and Developmental Disabilities, 2024
The purpose of this study was to evaluate the effectiveness of a newly-developed instructional intervention of empathy and social regulation for students with autism spectrum disorder (ASD). The Bug-out bags (BoB) intervention, designed to enhance the emotional and social competency of students with ASD. The BoB model encompassed three…
Descriptors: Foreign Countries, Autism Spectrum Disorders, Junior High School Students, Junior High School Teachers
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Hsiu-Chen Hsu – Computer Assisted Language Learning, 2024
Previous studies on web-based collaborative writing have shown that task modality impacts peer interaction patterns and attention to form. However, these studies have primarily focused on contrasting a face-to-face oral condition with a text-based synchronous computer-mediated communication (SCMC) environment. Few studies have compared peer…
Descriptors: Peer Relationship, Attention, Electronic Learning, Asynchronous Communication
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Yi-Fan Liu; Wu-Yuin Hwang; Chia-Hsuan Su – Interactive Learning Environments, 2024
Drama learning is helpful for English speaking, however, few studies provided students with opportunities to practice drama conversations individually. This study proposed a Context-Awareness Smart Learning Mechanism (CASLM) and integrated into SmartVpen that consisted of context-aware learning content, context-aware input assistance, oral…
Descriptors: Context Effect, Artificial Intelligence, Second Language Learning, English (Second Language)
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Katherine A. Kim; F. Selin Bagci; Anwell Ho – IEEE Transactions on Education, 2024
Contribution: This study provides an implementation of a partially flipped classroom with gamification aspects that has shown a statistically significant increase in student performance relative to traditional lecture. Background: Electronic Circuits is a challenging required course for first-year students in the Electrical Engineering degree…
Descriptors: Flipped Classroom, Gamification, Student Improvement, Academic Achievement
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Cheng-Yueh Jao; Ching-Huei Chen; Hui-Chin Yeh – Interactive Learning Environments, 2024
As intercultural learning has been increasingly regarded as essential in higher education, researchers have promoted it through integration of digital storytelling into cultural exchange activities. However, most studies have focused on the utilization of only one language whereas the effects of multilingual digital storytelling on students'…
Descriptors: Story Telling, Cross Cultural Training, Digital Literacy, Mass Media Use