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Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
Chen, Hsin-Chueh; Gijlers, Hannie; Sui, Chi-Jung; Chang, Chun-Yen – Journal of Science Education and Technology, 2023
Learning and teaching Mendelian genetics are central topics in school science. This study explored factors associated with the learning outcomes of Taiwanese junior high school students in an online inquiry learning environment. Research within face-to-face classroom settings had revealed that Asian students are more likely to be tutor-oriented…
Descriptors: Foreign Countries, Junior High School Students, Grade 7, Electronic Learning
Romi Aswandi Sinaga; Kiar Vansa Febrianti; Dedi Candra – Interactive Learning Environments, 2023
The Taiwan government is trying to explore the benefits of using mobile devices to enhance the effectiveness of student learning. While many plans and projects have been launched, but the results are still meager. This research is thus aimed to discover the benefits and challenges of promoting mobile learning in Taiwan. 120 self-developed…
Descriptors: Foreign Countries, Handheld Devices, Telecommunications, Electronic Learning
Chih-Ming Chen; Ming-Chaun Li; Cheng-Kai Liao – Interactive Learning Environments, 2023
Computer supported collaborative writing (CSCW), due to the potential to enhance online collaborative writing performance, has received more and more attention in educational settings in recent years. However, the lack of social presence results in learners not being able to construct group awareness to reduce participation rate and even appear…
Descriptors: Electronic Learning, Interaction, Collaborative Writing, Group Behavior
Lai, Ting-Ling; Lin, You-Sheng; Chou, Chi-Yin; Yueh, Hsiu-Ping – Journal of Educational Computing Research, 2022
The study aims to evaluate the effectiveness of an inquiry-based virtual reality (VR) science lab used in junior high school science classes. The "Scientific Investigation VR Lab" ("SIVRLAB") is designed for 9th-grade students to learn about electrochemical cells. It is situated in a guided problem-solving context, where…
Descriptors: Curriculum Evaluation, Inquiry, Active Learning, Electronic Learning
Jun Chen Hsieh – RELC Journal: A Journal of Language Teaching and Research, 2024
Despite the increasing attention to technology-enhanced language learning in English-as-a-foreign-language contexts, investigation regarding the effects of multimodal technologies on affective factors (particularly emotions and grit) in digital storytelling has remained underexplored. Therefore, this mixed-methods study reports on…
Descriptors: Multimedia Materials, Story Telling, Second Language Learning, English (Second Language)
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Chen Hsieh, Jun – TESOL Quarterly: A Journal for Teachers of English to Speakers of Other Languages and of Standard English as a Second Dialect, 2021
Despite the widespread applications of robots in education, fewer attempts have been made to how robots help middle school students in English-as-a-foreign-language (EFL) contexts to tell stories, let alone the probe into student emotions. This mixed-methods study, therefore, aimed to address these concerns by focusing on digital storytelling…
Descriptors: Electronic Learning, Story Telling, Robotics, Computer Software
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
Liu, Yi-Fan; Hwang, Wu-Yuin; Liu, Zi-Yan – Journal of Educational Computing Research, 2021
Teaching English in a classroom setting where EFL learners were usually sitting at desks and doing English learning tasks using paper and pencil is inefficient. It has considerable potential problems that could lead to students learning in a passive state. More specifically, the teaching materials are inconsistent with students' authentic…
Descriptors: Electronic Learning, Handheld Devices, Dramatic Play, Authentic Learning
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games
Huang, Shu-Hsien; Huang, Yueh-Min; Wu, Ting-Ting; Chen, Hong-Ren; Chang, Shih-Ming – Interactive Learning Environments, 2016
Problem-based learning (PBL) is regarded as an effective learning strategy to enhance cognition not only in traditional learning but also in e-learning. In e-learning settings, blogs and micro-blogs can plausibly provide a platform to conduct PBL. Recently, most studies on blogs and micro-blogs have respectively probed satisfaction and learning…
Descriptors: Problem Based Learning, Instructional Effectiveness, Grade 7, Academic Achievement
Lin, Hao-Chiang Koong; Chen, Mei-Chi; Chang, Chih-Kai – Interactive Learning Environments, 2015
This study integrates augmented reality (AR) technology into teaching activities to design a learning system that assists junior high-school students in learning solid geometry. The following issues are addressed: (1) the relationship between achievements in mathematics and performance in spatial perception; (2) whether system-assisted learning…
Descriptors: Geometry, Secondary School Mathematics, Instructional Effectiveness, Mathematics Instruction
Lin, Chen-Yu; Wang, Tzu-Hua – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This research explored how different models of Web-based dynamic assessment in remedial teaching improved junior high school student learning achievement and their misconceptions about the topic of "Weather and Climate." This research adopted a quasi-experimental design. A total of 58 7th graders participated in this research.…
Descriptors: Program Implementation, Computer Assisted Testing, Student Evaluation, Evaluation Methods
Yu, Fu-Yun; Pan, Kuan-Jung – Educational Technology & Society, 2014
The focus of this study was to investigate the effects of student-question generation with online prompts on student academic achievement, question-generation performance, learning satisfaction and learning anxiety. This study adopted a quasi-experimental research design. Two classes of eighth grade students (N = 64) from one middle school…
Descriptors: Questioning Techniques, Learning Strategies, Cues, Electronic Learning
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