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Meng-Tzu Cheng; Wen-Chi Chou; Mei-En Hsu; Fu-Chung Cheng – Journal of Biological Education, 2024
There have been growing calls for inquiry, a practice-oriented way of engaging students in authentic scientific work, yet research has shown some challenges that might impede inquiry practices in educational settings. In this study, we proposed an approach that blends educational gaming with physical experiments. We developed an educational game,…
Descriptors: High School Students, Inquiry, Science Instruction, Game Based Learning
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Lin, Kuen-Yi; Lu, Shao-Chuan; Hsiao, Hsien-Hsien; Kao, Chia-Pin; Williams, P. John – Interactive Learning Environments, 2023
Over the past few years, digital fabrication has been utilized in technology laboratories to emphasize hands-on learning processes in technology and engineering education. Recent studies indicate that hands-on activities can help students connect with science, technology, engineering, and mathematics (STEM) disciplines and develop key skills…
Descriptors: STEM Education, Imagination, Vocational Interests, Repetition
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Chang, Yu-Shan – Educational Studies, 2022
This study explored the influence of Virtual Reality (VR) on Engineering Design (ED) creativity. This study adopted a quasi-experimental design with a pre-test and post-test. A teaching experiment was conducted in a high school in Taipei City, Taiwan. The main findings were: 1) the use of VR in ED instruction moderately and positively affected ED…
Descriptors: Computer Simulation, Engineering Education, Design, Creativity
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Tzu-Yu Tai; Howard Hao-Jan Chen – Computer Assisted Language Learning, 2024
English speaking is considered the most difficult and anxiety-provoking language skill for EFL learners due to lack of access to authentic language use, fear of making mistakes, and peers' negative comments. With automatic speech recognition and natural language processing, intelligent personal assistants (IPAs) have potential in foreign language…
Descriptors: English (Second Language), Speech Communication, English Language Learners, Anxiety
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Pastes Urbano, Lina M.; Terán, Hamil S.; Sotelo Gómez, Fabinton; Solarte, Mario F.; Sepulveda, Carlos J.; López Meza, Juan M. – Journal of Information Technology Education: Research, 2020
Aim/Purpose: The purpose is a bibliographic review that seeks to offer a clearer vision of the impact of technological tools on the implementation of the flipped classroom model. Background: This document reviews the flipped classroom and secondary education literature to analyze what technological tools are used to implement this model in…
Descriptors: Educational Technology, Technology Uses in Education, Homework, Video Technology
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Wu-Yuin Hwang; Nguyen Van Giap; Chi-Chieh Chin – Educational Technology & Society, 2024
Different recognitions become more mature and have been widely applied for EFL learning. Each recognition also has its specific features useful for EFL descriptive writing. The pictorial and verbal representations and current context found in image-to-text recognition (ITR), translated speech-to-text recognition (TSTR), and location-to-text…
Descriptors: English (Second Language), Descriptive Writing, Second Language Learning, Educational Technology
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Chen, Hui-Yu; Cheng, Yung-Hsun; Lo, Artie – Research in Dance Education, 2023
The purpose of this study was to explore the potential of capture systems in improving high school students' dancing skills through the use of experimental design. The major findings were as follows: First, using a MoCap system and high-speed camera to document dancers' movements can provide reference materials for students to improve their skills…
Descriptors: Dance Education, Video Technology, Motion, Measurement Equipment
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Shih, Ching-Hsiang; Lai, Man-Chi; Chang, Man-Ling; Chang, Chia-Jui – International Journal of Disability, Development and Education, 2022
Most individuals with intellectual disability (ID) lack the motivation and willingness to do exercise on their own. The purpose of this study was to apply the response-stimulation strategy to encourage three overweight students with ID to engage in walking/running. This was a preliminary study to implement the strategy by using a dance pad…
Descriptors: Intellectual Disability, Students with Disabilities, Obesity, Exercise
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Wang, Hsin-Yun; Sun, Jerry Chih-Yuan – Educational Technology & Society, 2022
To explore knowledge co-construction patterns and learning motivation within virtual EFL co-creation environments, this study examined behavioral patterns and motivation in three different co-creation environments (paper-based, 2D digital, and 3D VR co-creation) through sequential behavioral analysis and ANCOVA. The study utilized a…
Descriptors: Computer Simulation, Educational Technology, Technology Uses in Education, English (Second Language)
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Yang, Tzu-Chi; Chen, Sherry Y. – Interactive Learning Environments, 2023
Individual differences exist among learners. Among various individual differences, cognitive styles can strongly predict learners' learning behavior. Therefore, cognitive styles are essential for the design of online learning. There are a variety of cognitive style dimensions and overlaps exist among these dimensions. In particular, Witkin's field…
Descriptors: Student Behavior, Educational Technology, Electronic Learning, Cognitive Style
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Chen, Yunchai; Chuang, Hsueh-Hua; Lacaste, Aurora – Journal of Education and Learning (EduLearn), 2021
Many researchers have focused on online collaborative learning, cross-cultural communication, project-based learning, digital literacy, and digital storytelling but there is no pedagogical framework that incorporates these elements for English as Foreign Language (EFL) teaching. This study based on the qualitative design established a pedagogical…
Descriptors: English (Second Language), Second Language Instruction, Student Projects, Problem Based Learning
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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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Nicholas O. Awuor; Cathy Weng; Isaac M. Matere; Jeng-Hu Chen; Dani Puspitasari; Khanh Nguyen Phuong Tran – Interactive Learning Environments, 2024
Engineering drawing is valuable in capturing geometric features, conveying engineering ideas, and creating a blueprint of the intended product. Engineering students usually perform orthographic projections, imagining a 3D situation and sketching its 2D representation. That requires imagination and mental visualization, determined by the learner's…
Descriptors: Foreign Countries, Vocational High Schools, High School Students, Engineering Education
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Li-Chen Cheng; Wei Li; Judy C. R. Tseng – Interactive Learning Environments, 2023
Programming ability is the core ability of this era and can be obtained and improved through practice. In this paper, an Automated Programming Assessment system based on Mastery learning and Peer competition (APAMP) was proposed and developed. APAMP allows students to practice repeatedly by providing immediate feedback after their programs are…
Descriptors: High School Freshmen, High School Seniors, Programming Languages, Foreign Countries
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Tsai, Chih-Cheng; Cheng, Yuh-Min; Tsai, Yu-Shan; Lou, Shi-Jer – Education Sciences, 2021
In this study, experimental teaching was conducted through the artificial intelligence of things (AIOT) practical course, and the 4D (discover, define, develop, deliver) double diamond shape was used to design the course and plan the teaching content to observe the students' self-efficacy and learning anxiety. The technology acceptance model (TAM)…
Descriptors: High School Students, Student Satisfaction, Value Judgment, Usability
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