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Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling – Educational Technology & Society, 2010
This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…
Descriptors: Experimental Groups, Control Groups, Quasiexperimental Design, Educational Games
Lu, Chow-Chin; Chen, Yueh-Yun; Chen, Chen-Wei – International Journal of Science and Mathematics Education, 2011
The central focus of this study was the development, use and evaluation of CD-ROM picture books in elementary school science teaching. Three CD-ROM picture books based on the Campus Insects unit from the new elementary school science curriculum in Taiwan were developed. A quasi-experimental method was used to compare the use of the CD-ROMs and…
Descriptors: Elementary School Science, Reading Comprehension, Picture Books, Entomology
Yuan, Y.; Lee, C. -Y.; Wang, C. -H. – Journal of Computer Assisted Learning, 2010
This study develops virtual manipulative, polyominoes kits for junior high school students to explore polyominoes. The current work conducts a non-equivalent group pretest-post-test quasi-experimental design to compare the performance difference between using physical manipulatives and virtual manipulatives in finding the number of polyominoes.…
Descriptors: Control Groups, Quasiexperimental Design, Foreign Countries, Junior High School Students
Lee, Tsang-Hsiung; Shen, Pei-Di; Tsai, Chia-Wen – Teaching in Higher Education, 2010
This study explored the effects of web-enabled pedagogies on students' involvement in learning. A series of quasi-experiments were conducted to investigate whether students' involvement increases over time if intervened, respectively, by problem-based learning (PBL), self-regulated learning (SRL), and their combinations. Two classes of 102…
Descriptors: Electronic Learning, Vocational Schools, Higher Education, Problem Based Learning
Chien, Ju-Chun; Fischer, Jerome M.; Biller, Ernest – Journal of Employment Counseling, 2006
This study used a pretest-posttest, nonequivalent control group, quasi-experimental design to examine the effectiveness of a 12-week, metacognitive and planned happenstance career training course for Taiwanese college students. The treatment groups significantly increased their career competencies in metacognitive, cognitive, affective, and…
Descriptors: College Students, Quasiexperimental Design, Control Groups, Instructional Effectiveness
Tung, Fang-Wu; Deng, Yi-Shin – Interactive Learning Environments, 2006
The "computers are social actors" paradigm asserts that human-to-computer interactions are fundamentally social responses. Earlier research has shown that effective management of the social presence in user interface design can improve user engagement and motivation. Much of this research has focused on adult subjects. This study…
Descriptors: Learning Experience, Computer Attitudes, Computer Mediated Communication, Man Machine Systems