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Showing 1 to 15 of 23 results Save | Export
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Hou, Huei-Tse; Fang, Ying-Sang; Tang, Joni Tzuchen – Interactive Learning Environments, 2023
Logical thinking and reasoning of geometric space are among the key abilities of science and technology education. This research developed a framework of an alternate reality-based board game incorporating augmented reality (AR) exploration with multi-dimensional scaffolding, including "cognitive scaffolding," "metacognitive…
Descriptors: Educational Games, Computer Simulation, Scaffolding (Teaching Technique), Spatial Ability
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Chen, Ching-Huei; Liu, Tung-Kai; Huang, Kun – Journal of Research on Technology in Education, 2023
With the rapid development of artificial intelligence in many disciplines, computational thinking (CT) has become an important skill for the 21st century. To promote vocational high school students' CT skills in learning about programmable logic controllers, this study intended to examine how cognitive and metacognitive prompts separately or…
Descriptors: Vocational High Schools, High School Students, Thinking Skills, Computation
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Huang, Hsiu-Ling; Hwang, Gwo-Jen; Chen, Pei-Ying – British Journal of Educational Technology, 2022
Scholars and researchers generally believe that scientific inquiry is an important activity for cultivating students' applied knowledge and high-level thinking ability. The process of scientific inquiry can promote students' learning motivation and trigger their higher-order thinking ability. However, students may not have enough prior knowledge…
Descriptors: Concept Mapping, Visual Perception, Recognition (Psychology), Science Process Skills
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Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
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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
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Hou, Huei-Tse; Yu, Tsai-Fang; Chiang, Fong-Dai; Lin, Yi-Hui; Chang, Kuo-En; Kuo, Chih-Chen – Journal of Educational Computing Research, 2020
Blogs are useful interaction tools to promote learners' knowledge construction and interaction in online teaching activities. On the other hand, although many studies show that mindtools facilitate learners' cognitive process, little research focus on their effects on learners' higher order cognitive thinking in blogs. This research developed a…
Descriptors: Electronic Publishing, Web Sites, Cognitive Processes, Thinking Skills
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Wu, Sheng-Yi – Journal of Educational Computing Research, 2020
During collaborative learning in online learning communities, teachers usually guide their students through the learning process by means of discussion-based didactics. According to relevant research, an uncontrolled, nonintrusive discussion environment is usually insufficient for promoting higher cognitive processing (HCP). To address this…
Descriptors: Cooperative Learning, Problem Solving, Cognitive Processes, Teaching Methods
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Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
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Ge, Yun-Ping; Unsworth, Len; Wang, Kuo-Hua; Chang, Huey-Por – Research in Science Education, 2018
From a social semiotic perspective, image designs in science textbooks are inevitably influenced by the sociocultural context in which the books are produced. The learning environments of Australia and Taiwan vary greatly. Drawing on social semiotics and cognitive science, this study compares classificational images in Australian and Taiwanese…
Descriptors: Junior High School Students, Semiotics, Foreign Countries, Science Instruction
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Yang, Der-Ching; Lin, Yung-Chi – EURASIA Journal of Mathematics, Science & Technology Education, 2015
The purpose of this study was to examine the differences between Finnish and Taiwanese textbooks for grades 7 to 9 on the topic of solving systems of linear equations (simultaneous equations). The specific textbooks examined were TK in Taiwan and FL in Finland. The content analysis method was used to examine (a) the teaching sequence, (b)…
Descriptors: Foreign Countries, Textbooks, Textbook Evaluation, Grade 7
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Zhang, Wen-Xin; Hsu, Ying-Shao; Wang, Chia-Yu; Ho, Yu-Ting – International Journal of Science Education, 2015
This study explores the effects of metacognitive and cognitive prompting on the scientific inquiry practices of students with various levels of initial metacognition. Two junior high school classes participated in this study. One class, the experimental group (n?=?26), which received an inquiry-based curriculum with a combination of cognitive and…
Descriptors: Metacognition, Prompting, Cognitive Processes, Science Education
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Jou, Min; Hung, Chen-Kang; Lai, Shih-Hung – Journal of Science Education and Technology, 2014
Universities in Taiwan can be divided into two major categories of comprehensive universities and technological universities. Students studying engineering majors in comprehensive universities are often recruited from academic high schools while those in technological universities tend to be recruited from vocational high schools. The purpose of…
Descriptors: Foreign Countries, Comparative Analysis, High School Students, Vocational Education
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Hsu, Yuling; Gao, Yuan; Liu, Tzu-Chien; Sweller, John – Educational Technology & Society, 2015
Based on cognitive load theory, the effect of different levels of instructional detail and expertise in a simulation-based environment on learning about concepts of correlation was investigated. Separate versions of the learning environment were designed for the four experimental conditions which differed only with regard to the levels of written…
Descriptors: Foreign Countries, High School Students, Public Schools, Grade 10
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Yung, Hsin I.; Paas, Fred – Educational Technology & Society, 2015
This study investigated the effects of a pedagogical agent that cued relevant information in a story-based instructional animation on the cardiovascular system. Based on cognitive load theory, it was expected that the experimental condition with the pedagogical agent would facilitate students to distinguish between relevant and irrelevant…
Descriptors: Animation, Cues, Instructional Innovation, Information Literacy
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Lin, Wen-Chuan – English Teaching: Practice and Critique, 2012
Traditional, cognitive-oriented theories of English language acquisition tend to employ experimental modes of inquiry and neglect social, cultural and historical contexts. In this paper, I review the theoretical debate over methodology by examining ontological, epistemological and methodological controversies around cognitive-oriented theories. I…
Descriptors: Learning Processes, English (Second Language), English, Second Language Learning
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