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Showing 1 to 15 of 45 results Save | Export
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Liao, Jung-Yu; Chang, Li-Chun; Hsu, Hsiao-Pei; Huang, Chiu-Mieh; Huang, Su-Fei; Guo, Jong-Long – Journal of Child & Adolescent Substance Abuse, 2017
This study assessed the effects of a model that integrated the theory of planned behavior (TPB) with extrinsic motivation (EM) in predicting the intentions of fifth-grade students to not use illicit drugs. A cluster-sampling design was adopted in a cross-sectional survey (N = 571). The structural equation modeling results showed that the model…
Descriptors: Incentives, Case Studies, Grade 5, Elementary School Students
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Lee, Chien I. – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Current mathematics education emphasizes techniques, formulas, and procedures, neglecting the importance of understanding, presentation, and reasoning. This turns students into passive listeners that are well-practiced only in using formulas that they do not understand. We therefore adopted the Polya problem-solving method to provide students with…
Descriptors: Mathematics Instruction, Prompting, Teaching Methods, Problem Solving
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Yang, Kai-Hsiang – Interactive Learning Environments, 2017
It is widely accepted that the digital game-based learning approach has the advantage of stimulating students' learning motivation, but simply using digital games in the classroom does not guarantee satisfactory learning achievement, especially in the case of the absence of a teacher. Integrating appropriate learning strategies into a game can…
Descriptors: Educational Games, Electronic Learning, Mastery Learning, Learning Theories
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Chen, Yu-Hsuan; Wang, Chang-Hwa – Interactive Learning Environments, 2018
Although research has indicated that augmented reality (AR)-facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Psychological Patterns
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Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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Chen, Chen-Ju; Yeh, Ming-Chen; Tang, Fu-In; Yu, Shu – Journal of School Nursing, 2015
Smoking-related outcome expectation and self-efficacy have been found to be associated with adolescent smoking initiation. There is, however, a lack of appropriate instruments to investigate early adolescents' smoking outcome expectations and antismoking self-efficacy. The purpose of this study was to develop and validate the Smoking Outcome…
Descriptors: Foreign Countries, Smoking, Self Efficacy, Adolescents
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Chen, Chia-Chen; Lin, Pei-Hsuan – Interactive Learning Environments, 2016
In recent years information technology has been integrated into education to produce a series of trends, beginning with "electronic learning" (e-learning), through "mobile learning" (m-learning) and finally to "ubiquitous learning" (u-learning), which aims to improve learner motivation through overcoming the…
Descriptors: Astronomy, Teaching Methods, Electronic Learning, Technology Uses in Education
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Kuo, Yen-Chun – Interactive Learning Environments, 2016
Consequential reasoning relevant to moral development has not been effectively practised in elementary schools in Taiwan. The present study designed a "To Do or Not To Do" website for students to explore moral dilemma situations and exercise consequence-based moral reasoning. Effective data from 160 fifth-grade students were collected…
Descriptors: Foreign Countries, Grade 5, Elementary School Students, Web Sites
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Chu, Hui-Chun; Yang, Kai-Hsiang; Chen, Jing-Hong – Interactive Learning Environments, 2015
Concept maps have been recognized as an effective tool for students to organize their knowledge; however, in history courses, it is important for students to learn and organize historical events according to the time of their occurrence. Therefore, in this study, a time sequence-oriented concept map approach is proposed for developing a game-based…
Descriptors: Foreign Countries, Concept Mapping, Educational Games, Computer Games
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Lee, Chun-Yi; Chen, Ming-Jang – Educational Technology & Society, 2015
The purpose of this study was to investigate the influence of worked examples using virtual manipulatives on the learning performance and attitudes of fifth grade students toward mathematics. The results showed that: (1) the utilization of non-routine examples could promote learning performance of equivalent fractions. (2) Learning with virtual…
Descriptors: Manipulative Materials, Computer Simulation, Teaching Methods, Mathematics Instruction
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Sung, Han-Yu; Hwang, Gwo-Jen; Chang, Ya-Chi – Interactive Learning Environments, 2016
In this study, a problem-posing strategy is proposed for supporting collaborative mobile learning activities. Accordingly, a mobile learning environment has been developed, and an experiment on a local culture course has been conducted to evaluate the effectiveness of the proposed approach. Three classes of an elementary school in southern Taiwan…
Descriptors: Telecommunications, Problem Solving, Teaching Methods, Handheld Devices
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Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Interactive Learning Environments, 2016
Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Learning Processes
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Hong, Jon-Chao; Hwang, Ming-Yueh; Szeto, Elson; Tai, Kai-Hsin; Tsai, Chi-Ruei – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Hands-on making (e.g., "Maker") has become prevalent in current educational settings. To understand the role that students' epistemic curiosity plays in hands-on making contests, this study explored its correlation to students' positive affect and continuance intention to participate in a hands-on making contest called…
Descriptors: Epistemology, Hands on Science, Science Education, Science Instruction
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Li, Hui-Chuan; Tsai, Tsung-Lung – Educational Studies, 2017
Research on problem-based learning (PBL) has tended to focus on the graduate level of education, paying less attention to the primary school level and to what is involved for students during the implementation of PBL. In this paper we take a step towards addressing this need for research by reporting findings from a descriptive, explanatory case…
Descriptors: Problem Based Learning, Mathematics Instruction, Elementary School Mathematics, Elementary School Students
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