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Pei-Yu Chen; Yuan-Chen Liu – Journal of Baltic Science Education, 2024
This study explored the integration of neural networks and artificial intelligence in image recognition for object identification. The aim was to enhance students' learning experiences through a "Learning by Teaching" approach, in which students act as instructors to train AI robots in recognizing objects. This research specifically…
Descriptors: Artificial Intelligence, Robotics, Educational Technology, Technology Uses in Education
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Tzu-Hua Wang; Yu Sun; Nai-Wen Huang – Computer Assisted Language Learning, 2023
This research applied a web-based dynamic assessment system, GPAM-WATA system, to help low English achievers to perform self-directed learning of junior high school English grammar. A quasi-experimental design was adopted. A total of 124 seventh graders from four classes participated in this research. Participants were randomly divided into the…
Descriptors: Foreign Countries, Junior High School Students, English (Second Language), Second Language Learning
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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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Tai, Tzu-Yu; Chen, Howard Hao-Jan – Interactive Learning Environments, 2023
Willingness to communicate (WTC) is considered to be an important factor contributing to successful foreign language learning. Many studies aim at finding effective tools for enhancing WTC. With the support of AI and Automatic Speech Recognition technology, intelligent personal assistants (IPAs) seem to have potentials in improving foreign…
Descriptors: Grade 8, English (Second Language), English Language Learners, Language Attitudes
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Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
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Kuo, Yen-Ruey; Tuan, Hsiao-Lin; Chin, Chi-Chin – Research in Science Education, 2020
This study aims to examine the influence of inquiry-based instruction on eighth-grade male and female students' motivation and engagement in science learning in two public junior high schools in central Taiwan. Mixed-methods methodology was adopted with 60 students (32 males and 28 females) in the experimental group and 56 students (28 males and…
Descriptors: Foreign Countries, Inquiry, Teaching Methods, Gender Differences
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Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
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Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
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Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
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Hwang, Gwo-Jen; Sung, Han-Yu; Chang, Hsuan – Interactive Learning Environments, 2017
Researchers have pointed out that interactive e-books have rich content and interactive features which can promote students' learning interest. However, researchers have also indicated the need to integrate effective learning supports or tools to help students organize what they have learned so as to increase their learning performance, in…
Descriptors: Concept Mapping, Quasiexperimental Design, Control Groups, Electronic Publishing
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Chou, Mei-Ju; Hsu, Yung-Hung; Chen, Ching-Chi – Universal Journal of Educational Research, 2015
The present study aims to investigate the effects of Aesthetics English comic books on EFL junior high school students' vocabulary acquisition, reading comprehension, and English learning motivation. The participants in this study were 28 eighth graders from one class in a public junior high school in Pingtung in Taiwan. After ten weeks…
Descriptors: Aesthetics, English (Second Language), Cartoons, Junior High School Students
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Chen, Chih-Ming; Tan, Chia-Chen; Lo, Bey-Jane – Interactive Learning Environments, 2016
Oral reading fluency is an indicator of overall reading competence. Many studies have claimed that repeated reading can promote oral reading fluency. Currently, novel Web- or computer-based reading technologies offer interactive digital materials that promote English oral reading fluency using the repeated reading strategy; however, paper-based…
Descriptors: English Language Learners, Oral Reading, Reading Fluency, Educational Technology
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Sun, Jerry Chih-Yuan; Lee, Kuan-Hsien – Educational Technology & Society, 2016
The purpose of this study is to evaluate the feasibility of the integration of concept maps and tablet PCs in anti-phishing education for enhancing students' learning motivation and achievement. The subjects were 155 students from grades 8 and 9. They were divided into an experimental group (77 students) and a control group (78 students). To begin…
Descriptors: Learning Motivation, Teaching Methods, Concept Mapping, Handheld Devices
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Tsai, Fu-Hsing; Kinzer, Charles; Hung, Kuo-Hsun; Chen, Cheng-Ling Alice; Hsu, I-Ying – Interactive Learning Environments, 2013
While most current educational simulation games provide learners with gameplay experience to motivate learning, there is often a lack of focus on ensuring that the desired content knowledge is actually learned. Students may focus on completing game activities without learning the targeted content knowledge, thus negating the desired learning…
Descriptors: Simulation, Educational Games, Learning Motivation, Instructional Design
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Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
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