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Showing 1 to 15 of 45 results Save | Export
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Chen, Chia-Chen; Chen, Chien-Yi – Interactive Learning Environments, 2018
In recent years, mobile technology has been developing rapidly and has been widely used. There are many successful cases of mobile technology applied greatly in today's teaching and even combined with sensing devices to overcome the limitations of traditional learning environment. In order to make teaching more diversified, teachers currently…
Descriptors: Museums, Cognitive Style, Academic Achievement, Handheld Devices
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Lai, Ching-San; Wang, Yun-Fei – Journal of Education in Science, Environment and Health, 2016
The purpose of this study was to explore the learning performance of sixth grade elementary school students using newspapers in science teaching. A quasi-experimental design with a single group was used in this study. Thirty-three sixth grade elementary school students participated in this study. The research instruments consisted of three…
Descriptors: Grade 6, Elementary School Science, Elementary School Students, Quasiexperimental Design
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Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
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Chin, Chi-Chin; Yang, Wei-Cheng; Tuan, Hsiao-Lin – International Journal of Science and Mathematics Education, 2016
This study explored the effects of arguing to learn in a socioscientific context on the fundamental and derived components of reading, writing, and science understanding as integral parts of science literacy. We adopted mixed-methods in which the 1-group pretest-posttest design with supplemental interviews and questionnaires. The pretest evaluated…
Descriptors: Pretests Posttests, Scientific Literacy, Foreign Countries, Mixed Methods Research
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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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Chiu, Chiung-Hui; Cheng, Hsiao-Wei; Wu, Chiu-Yi – Journal of Educational Research, 2016
The authors examined whether applying questioning review better enhances elementary level students' learning from technology-enhanced coediting-based note taking than does traditional reading review. A nonequivalent comparison group quasi-experimental design was implemented and replicated on four independent units. Two sixth grade elementary…
Descriptors: Reading, Reading Instruction, Reading Strategies, Elementary School Students
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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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Su, Addison Y. S.; Huang, Chester S. J.; Yang, Stephen J. H.; Ding, T. J.; Hsieh, Y. Z. – Educational Technology & Society, 2015
In Taiwan elementary schools, Scratch programming has been taught for more than four years. Previous studies have shown that personal annotations is a useful learning method that improve learning performance. An annotation-based Scratch programming (ASP) system provides for the creation, share, and review of annotations and homework solutions in…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Programming
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Lin, Ya-Fen – Journal of Education and Learning, 2015
The purpose of the study aimed to investigate the effect of the Readers Theater (RT) training on elementary school students. In particular, changes in the students' English reading comprehension before and after the RT show, comparison of the students' responses to English learning, especially English reading, the students' opinions on the RT…
Descriptors: Theater Arts, Elementary School Students, Instructional Effectiveness, Reading Comprehension
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Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
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Lin, Show-Yu; Wu, Ming-Ta; Cho, Ya-I; Chen, Hui-Huang – Research in Science & Technological Education, 2015
Background: Nanotechnology education has become an urgent priority to nurture skilled human resources for the rapidly developing nanotechnology-related industries. The promotion of popular science education focusing on nanotechnology is an ideal approach to bridge the gaps in formal curricula, and to stimulate curiosity about and interest in…
Descriptors: Molecular Structure, Technology, Program Effectiveness, Elementary Schools
Liu, I-Fang; Ko, Hwa-Wei – International Association for Development of the Information Society, 2016
Perspectives from reading and information fields have identified similar skills belong to two different kind of literacy being online reading abilities and ICT skills. It causes a conflict between two research fields and increase difficult of integrating study results. The purpose of this study was to determine which views are suitable for…
Descriptors: Information Technology, Information Literacy, Computer Literacy, Reading Skills
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Chen, Ching-Huei; Huang, Kun – Journal of Educational Multimedia and Hypermedia, 2014
An experiment was conducted to examine how different response modes for practice questions and the presence or absence of cues influenced students' self-efficacy beliefs, perceived cognitive load, and performance in language recall and recognition tasks. One hundred fifty-seven 6th grade students were randomly assigned to one of four conditions:…
Descriptors: Cues, Second Language Learning, Cognitive Ability, Self Efficacy
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