Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 18 |
Since 2016 (last 10 years) | 37 |
Since 2006 (last 20 years) | 59 |
Descriptor
Source
Author
Hwang, Gwo-Jen | 7 |
Chu, Hui-Chun | 3 |
Huang, Yueh-Min | 3 |
Sung, Han-Yu | 3 |
Chang, Shao-Chen | 2 |
Chen, Chih-Ming | 2 |
Chen, Jyun-Chen | 2 |
Chiang, Tosti H. C. | 2 |
Hsiao, Hsien-Sheng | 2 |
Hung, Chun-Ming | 2 |
Hwang, Gwo-Haur | 2 |
More ▼ |
Publication Type
Journal Articles | 58 |
Reports - Research | 57 |
Tests/Questionnaires | 9 |
Dissertations/Theses -… | 1 |
Reports - Evaluative | 1 |
Education Level
Elementary Education | 59 |
Middle Schools | 26 |
Intermediate Grades | 23 |
Grade 5 | 15 |
Secondary Education | 10 |
Junior High Schools | 9 |
Grade 6 | 8 |
Grade 4 | 7 |
Elementary Secondary Education | 5 |
Grade 8 | 5 |
Grade 7 | 3 |
More ▼ |
Audience
Location
Taiwan | 59 |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 3 |
Foreign Language Classroom… | 2 |
Dynamic Indicators of Basic… | 1 |
What Works Clearinghouse Rating
Pei-Yu Chen; Yuan-Chen Liu – Journal of Baltic Science Education, 2024
This study explored the integration of neural networks and artificial intelligence in image recognition for object identification. The aim was to enhance students' learning experiences through a "Learning by Teaching" approach, in which students act as instructors to train AI robots in recognizing objects. This research specifically…
Descriptors: Artificial Intelligence, Robotics, Educational Technology, Technology Uses in Education
Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Chou, Yin-Yu; Wu, Pei-Fen; Huang, Chun-Yen; Chang, Shan-Hsi; Huang, Hwa-Shan; Lin, Wei-Min; Lin, Man-Li – Asia-Pacific Education Researcher, 2022
This study explores whether learning approaches combining augmented reality and multidimensional concept maps (ARMCMs) would improve learning effectiveness, learning motivation, learning satisfaction, and cognitive load more than multidimensional concept maps (MCMs) and augmented reality (AR) learning do. The study employed a quasi-experimental…
Descriptors: Computer Simulation, Concept Mapping, Learning Motivation, Instructional Effectiveness
Lin, Fang-Li; Lin, Horng-Horng; Chang, Shing-Lin – IEEE Transactions on Education, 2023
There were few papers for interdisciplinary integration of Scratch programming, English learning, and local cultures as far as the digital animated E-book creation of elementary schools was concerned. This article proposes an interdisciplinary innovative teaching mode, with college students as teachers, Scratch programming and English learning as…
Descriptors: Programming, English (Second Language), Second Language Instruction, Interdisciplinary Approach
Chi-Jen Lin; Husni Mubarok – Interactive Learning Environments, 2024
Fostering young learners' computational thinking in AI-based robots is a crucial issue in educational settings. However, there was the complexity of technology in supporting learning activities and the gender gap issue, so an appropriate strategy is needed to guide students to achieve the learning goals. In this study, an AI (Artificial…
Descriptors: Computation, Thinking Skills, Blended Learning, Artificial Intelligence
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
Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
Chen, Jyun-Chen – Interactive Learning Environments, 2022
"Learning by doing" involves completing a practice activity through the method of inquiry. This study combined the predict-observe-explain (POE) inquiry method and hands-on doing processes to develop a cycle-mode POED (predict-observe-explain-do) model with an e-learning system to help students complete a practice activity using…
Descriptors: Inquiry, Prediction, Observation, Hands on Science
Tseng, Yueh-Hung – Taiwan Journal of TESOL, 2021
Motivation is a key factor in determining success in foreign and second language learning. However, the relationship between motivation and intended effort, "a mediating factor between motivation and success" (Papi, 2010, p. 468), has been studied mostly quantitatively rather than qualitatively, and even fewer studies have addressed this…
Descriptors: Learning Motivation, Second Language Learning, Second Language Instruction, English (Second Language)
Chen, Tien-Li; Lee, Yun-Chi; Hung, Chi-Sen – Education Sciences, 2022
This study focuses on "digital learning sheets" by exploring the effects of different design strategies of the digital learning sheet on visitors' motivation and learning outcomes. This study chose the woodcraft themed exhibition as a case study, adopting the learning sheet design principles proposed by Hooper-Greenhill in order to…
Descriptors: Museums, Learning Motivation, Outcomes of Education, Technology Uses in Education
Hsiao, Hsien-Sheng; Lin, Yi-Wei; Lin, Kuen-Yi; Lin, Chien-Yu; Chen, Jheng-Han; Chen, Jyun-Chen – Interactive Learning Environments, 2022
This study used robot-based practices to develop an activity that incorporated the 6E model. The sixth-grade students learned interdisciplinary knowledge about how to use Arduino electronic components, microcontrollers, and hands-on tools to make a "Crab Robot." In addition, the students learned how to use Scratch programming language to…
Descriptors: Robotics, Grade 6, Interdisciplinary Approach, Programming
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
Chen, Zhi-Hong; Liu, Wen-Yi – Computer Assisted Language Learning, 2021
The purpose of this study is to investigate the influences of a six-stage story structure (4S) approach on elementary students' story production. To this end, the 4S approach was developed and realized in the form of paper-based and digital storybooks based on scaffolding theory. Specifically, the students learned the six-stage story structure…
Descriptors: Elementary School Students, Grade 5, Preadolescents, Writing Attitudes
Lai, Jung-Yu; Chang, Li-Ting – SAGE Open, 2021
The education community has gradually recognized the value of augmented reality (AR) technology and its positive impacts on student learning performance. Still, few studies have proposed specific solutions and results to confirm this phenomenon for first graders in English vocabulary learning. Hence, this research explores the effects of AR apps…
Descriptors: Grade 1, Elementary School Students, Computer Software, Computer Simulation
Lan, Pei-Shan; Liu, Ming-Chou; Baranwal, Divya – Interactive Learning Environments, 2023
This research is designed to find out whether joining an online community combined with contract learning can enhance the learning motivation of students, promote their self-regulated learning, and improve their academic achievements. In this regard, quasi-experiment research was conducted at primary level students in which the experimental group…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Elementary School Students