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Showing 1 to 15 of 19 results Save | Export
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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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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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Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups
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Smith, Cary Stacy; Hung, Li-Ching – Interactive Learning Environments, 2017
In Taiwan, teaching focuses around lecturing, with students having little opportunity to interact with each other. Problem-based learning (PBL) is a means of instruction where students learn the subject by being active participants in the pedagogical process, with the emphasis on problem-solving. In this study, the authors investigated whether PBL…
Descriptors: Foreign Countries, Problem Based Learning, Computer Literacy, Self Efficacy
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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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Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar – Educational Technology & Society, 2017
Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…
Descriptors: Educational Technology, Technology Uses in Education, Simulated Environment, Teaching Methods
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Cheng, Ming-Chang; Chou, Pei-I; Wang, Ya-Ting; Lin, Chih-Ho – International Journal of Science and Mathematics Education, 2015
This study investigates how the illustrations in a science textbook, with their design modified according to cognitive process principles, affected students' learning performance. The quasi-experimental design recruited two Grade 5 groups (N?=?58) as the research participants. The treatment group (n?=?30) used the modified version of the textbook,…
Descriptors: Grade 5, Textbooks, Illustrations, Elementary School Science
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Yang, Kuay-Keng; Lee, Ling; Hong, Zuway-R; Lin, Huann-shyang – International Journal of Science Education, 2016
The purpose of this study was to explore the effectiveness of the creative inquiry-based science teaching on students' creative science thinking and science inquiry performance. A quasi-experimental design consisting one experimental group (N = 20) and one comparison group (N = 24) with pretest and post-test was conducted. The framework of the…
Descriptors: Creative Thinking, Science Instruction, Science Education, Convergent Thinking
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Chang, Rong-Chi; Chung, Liang-Yi; Huang, Yong-Ming – Interactive Learning Environments, 2016
The learning of plants has garnered considerable attention in recent years, but students often lack the motivation to learn about the process of plant growth. Also, students are not able to apply what they have learned in class in the form of observation, since plant growth takes a long time. In this study, we use augmented reality (AR) technology…
Descriptors: Plants (Botany), Teaching Methods, Student Motivation, Simulated Environment
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Hsu, Chih-Chao; Wang, Tzone-I – Asia Pacific Education Review, 2014
Concept comprehension is an important foundation for more complex thoughts. To enhance concept comprehension, teachers of traditional classrooms have been using instructional strategies and specific course designs, which have been proven effective. It initiates a hypothesis that integrating instructional strategies in the course designs of an…
Descriptors: Foreign Countries, Electronic Learning, Elementary School Students, Grade 5
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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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Hwang, Wu-Yuin; Shadiev, Rustam; Hsu, Jung-Lung; Huang, Yueh-Min; Hsu, Guo-Liang; Lin, Yi-Chun – Computer Assisted Language Learning, 2016
This study applied storytelling in the English as a foreign language (EFL) classroom in order to promote speaking skills. Students were asked to practice speaking EFL through producing individual and interactive stories with a Web-based multimedia system. We aimed to investigate an effectiveness of applying individual and interactive storytelling…
Descriptors: Story Telling, Animation, English (Second Language), Second Language Learning
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Chen, Hsiang-Ting; Wang, Hsin-Hui; Lu, Ying-Yan; Lin, Huann-shyang; Hong, Zuway-R – International Journal of Science Education, 2016
This study explored the effects of a modified argument-driven inquiry approach on Grade 4 students' engagement in learning science and argumentation in Taiwan. The students were recruited as an experimental group (EG, n?=?36) to join a 12-week study, while another 36 Grade 4 students from the same schools were randomly selected to be the…
Descriptors: Foreign Countries, Elementary School Students, Grade 4, Persuasive Discourse
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Lan, Yu-Ju; Sung, Yao-Ting; Cheng, Chia-Chun; Chang, Kuo-En – Language Learning & Technology, 2015
The current study investigated the effects of different computer-supported cooperative prewriting strategies (text-based brainstorming, drawing, and mind mapping) on the writing performance of elementary-school EFL (English as a foreign language) learners in Taiwan. Three intact classes of fifth graders (N = 81 students; 27 per prewriting strategy…
Descriptors: Prewriting, Writing Instruction, English (Second Language), Second Language Learning
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Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
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