Publication Date
In 2025 | 2 |
Since 2024 | 31 |
Descriptor
Source
Author
Li-Chih Wang | 2 |
Aysenur I?nceelli | 1 |
Bo-Yang Shan | 1 |
Cathy Weng | 1 |
Cecilia Thorsen | 1 |
Chen-Chung Liu | 1 |
Cheng-Huan Chen | 1 |
Cheng-Ji Lai | 1 |
Chi-Jen Lin | 1 |
Chia-Hui Chang | 1 |
Chiayuan Chang | 1 |
More ▼ |
Publication Type
Reports - Research | 31 |
Journal Articles | 30 |
Tests/Questionnaires | 3 |
Education Level
Elementary Education | 31 |
Intermediate Grades | 17 |
Middle Schools | 16 |
Grade 5 | 8 |
Grade 6 | 8 |
Grade 4 | 7 |
Secondary Education | 4 |
Early Childhood Education | 3 |
Higher Education | 3 |
Junior High Schools | 3 |
Postsecondary Education | 3 |
More ▼ |
Audience
Laws, Policies, & Programs
Assessments and Surveys
Wechsler Preschool and… | 1 |
What Works Clearinghouse Rating
Rong-An Jhuo; Hsien-Ming Yang; Huang-Ju Tsai; Li-Chih Wang – Journal of Learning Disabilities, 2024
Given that inhibition interacts with visual temporal processing (VTP), the past evidence regarding the influence of VTP on the Chinese character reading of children with dyslexia may not disclose the whole picture without considering inhibition. Thus, the present study is among the first to investigate VTP and cognitive inhibition as well as their…
Descriptors: Foreign Countries, Elementary School Students, Dyslexia, Chinese
Tzu-Hua Huang; Ya-Ling Wang – Asia-Pacific Education Researcher, 2024
This study examined the effect of reading fluency on the reading miscues of fourth-grade elementary school students in Taiwan. The 63 research participants with good reading fluency were selected from 210 students and reading miscue analysis and retrospective miscue analysis were used to examine them. The study results found that…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Reading Fluency
Li-Chih Wang; Duo Liu; He-Hsiu Lin; Kevin Kien-Hoa Chung; Zhengye Xu – Exceptional Children, 2024
One of the most well-known instructional methods used to enhance Chinese character reading (CCR) is Chinese stem-deriving instruction (CSDI). In this method, CCR is taught via a group of characters (e.g., [foreign character omitted], [foreign character omitted], and [foreign character omitted]) that share the same stem (e.g., [foreign character…
Descriptors: Foreign Countries, Teaching Methods, Curriculum Design, Dyslexia
Chin-Wen Chien; Yi-Han Huang – Literacy Research and Instruction, 2024
This study explored the influence of using Curriculum-Based Readers Theater (CBRT) on promoting 12 sixth graders' oceanic knowledge and vocabulary learning in an elementary school in Taiwan. Based on the analysis of both quantitative (oceanic knowledge tests and vocabulary knowledge tests) and qualitative data (interviews, videos, and…
Descriptors: Theater Arts, Teaching Methods, Marine Education, Grade 6
Effect of an OwlSpace Programming Course on the Computational Thinking of Elementary School Students
Wei-Ying Li; Tzu-Chuen Lu – Informatics in Education, 2024
This study investigates the effect of programming courses on the computational thinking (CT) skills of elementary school students and the learning effectiveness of students from different backgrounds who are studying programming. We designed a OwlSpace programming course into an elementary school curriculum. Students in fourth and fifth grades…
Descriptors: Programming, Computation, Thinking Skills, Elementary School Students
Hsin-Wen Hu; Chiung-Hui Chiu – Journal of Science Education and Technology, 2024
The study examines the effects of different questioning strategies on elementary school students regarding scientific knowledge, views of scientific inquiry, and scientific inquiry skills during scientific inquiry video learning. A quasi-experimental design was adopted involving 78 sixth-grade Taiwanese students from three classes. The three…
Descriptors: Foreign Countries, Elementary School Science, Elementary School Students, Grade 6
Man-Chi Lai; Yu-Feng Lin; Sheng-Wei Wang; Ching-Hsiang Shih – Journal of Special Education Technology, 2024
This study investigated the effectiveness of applying a smartphone to reduce the hyperactive/impulsive behaviors of 3 students with attention deficit hyperactivity disorder (ADHD) in class. A smartphone that can simultaneously provide vibration and visual text prompts was adopted in this study to remind the participants when they exhibited…
Descriptors: Telecommunications, Handheld Devices, Prompting, Stimuli
Yun-An Chen; Fu-Pei Hsieh; Chun-Yen Tsai – Educational Technology & Society, 2024
An intervention using the unplugged programming and storytelling (UPS) strategy was implemented in this study to cultivate students' programming learning motivation and concepts. The participants were 49 second graders at a primary school in southern Taiwan. The course was conducted for 12 lessons (40 min each lesson). A quasi-experimental design…
Descriptors: Foreign Countries, Elementary School Students, Grade 2, Computer Literacy
Gülfem Gürses; Aysenur I?nceelli – Turkish Online Journal of Educational Technology - TOJET, 2024
ICAP is a framework that classifies learning processes based on students' explicit behaviors. The framework is developed for testing the hypothesis that interactive exercises are better than constructive exercises, and active exercises are better than the passive exercises for higher cognitive engagement and better learning outcomes. The ICAP…
Descriptors: Learning Processes, Learning Theories, Classification, Active Learning
Chih-Hung Chen; Hsiang-Yu Chung – Journal of Educational Computing Research, 2024
Computational thinking (CT) has gained considerable attention and in-depth discussion over the last two decades. Although the significance of CT has been highlighted, it could be challenging for educators to teach CT. Fortunately, adopting robots in education has been evidenced to be of benefit to promoting students' learning motivation, CT, and…
Descriptors: Computation, Thinking Skills, Teaching Methods, Programming
Cathy Weng; Kifle Kassaw; Pei-Shan Tsai; Tsai-Ju Lee – Education and Information Technologies, 2024
This study aimed to make and introduce a curriculum in Taiwan for fifth-grade students, merging Scratch animation with the Sustainable Development Goals (SDGs). The curriculum combined the Scratch Reflective AI digital learning platform with conventional teaching methods to assess its effect on students' empathy, self-efficacy, and scriptwriting…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Sustainable Development
Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
Hsiu Tan Liu; Han Ho Hsieh; Wan Ying Lin; Jean F. Andrews; Chun Jung Liu – Deafness & Education International, 2024
Educational sign language interpreting services (SLIS) are vital for ensuring equal access to classroom information for mainstreamed deaf students. This study conducted interviews with 12 stakeholders, including deaf students and their parents, sign language interpreters, and resource room teachers, to comprehensively explore the status of…
Descriptors: Foreign Countries, Deaf Interpreting, Sign Language, Mainstreaming
Ya-Wen Cheng; Yuping Wang; Yu-Jie Cheng; Nian-Shing Chen – Computer Assisted Language Learning, 2024
Existing research has established immense importance in contextual learning for second language development. However, to provide real-life context in the learning of a foreign language is challenging. To help create such a learning environment, our previous research developed an innovative system called the R&T System, utilizing robots (R) and…
Descriptors: Robotics, Internet, Game Based Learning, Children
Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs