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Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
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Yi-Chen Wu; Chia-Kuei Lee – Journal of School Nursing, 2024
Alcohol use ranks as one of the most prevalent health-risk behaviors among Taiwanese adolescents. Possible selves--personalized future-oriented cognitions about the self--are significant motivators of one's actions, which may potentially influence adolescent drinking behavior. This study aimed to estimate the content domain-specific possible…
Descriptors: Foreign Countries, Correlation, Self Concept, Drinking
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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
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Lee, Silvia Wen-Yu; Liang, Jyh-Chong; Hsu, Chung-Yuan; Chien, Francis Pingfan; Tsai, Meng-Jung – Educational Technology & Society, 2023
One of the major purposes of this study is to investigate the potential impact of gender and information and computer technology (ICT) resources on students' computational thinking (CT) competencies. To this end, the Computational Thinking Test for Junior High Students (CTT-JH) was developed and validated. Research participants included 437 junior…
Descriptors: Foreign Countries, Gender Differences, Access to Computers, Educational Technology
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Chou, Li-Na; Shen, I. Chin; Chu, Tusi-Ping; Chen, Min-Li – Health Education Journal, 2020
Objective: Schools should design holistic sex education programmes to improve sex knowledge and enhance positive sexual attitudes among adolescents. A school-based social marketing sex education programme named "Starting from love -- Go! Go! Go!" was designed. This study determined the effectiveness of the intervention to promote…
Descriptors: Foreign Countries, Junior High School Students, Sex Education, Adolescents
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Hong, Jon-Chao; Chang, Chun-Hsing; Tsai, Chi-Ruei; Tai, Kai-Hsin – International Journal of Science Education, 2019
Interest in educational research can be categorised into situational interest (SI) and individual interest (II); the sequential phases of interest development for learning have long been recognised as triggered SI, maintained SI, emerging II, and well-developed II. This study proposes an interest development model which involves SI and II mentally…
Descriptors: Foreign Countries, STEM Education, Art Education, Competition
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Tai, Tzu-Yu; Chen, Howard Hao-Jan; Todd, Graeme – Computer Assisted Language Learning, 2022
VR technology allows learners to access simulated, immersive and interactive virtual environments to perform authentic learning activities. In particular, VR has emerged as a valuable tool for L2 learning. However, VR research has tended to pay more attention to desktop-based VR than to VR via mobile-rendered HMDs, leaving the potentials of VR…
Descriptors: Computer Simulation, Educational Technology, English (Second Language), Second Language Learning
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Lo, Chih-Cheng; Wen, Hsifu; Lin, Yi-Shuang – SAGE Open, 2021
While the effect of Readers Theater (RT) on English oral reading fluency has been extensively investigated, research on the effect of RT on adolescents' English reading and listening comprehension was scant and yielded different results. This research aimed to explore how RT instruction influenced English as a Foreign Language (EFL) students,…
Descriptors: Theater Arts, Reading Instruction, Reading Fluency, Reading Comprehension
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Chou, Mu-Hsuan – Education 3-13, 2020
Researchers and language teachers have become increasingly aware of the importance of multi-word items in developing fluency and sounding native-like in English. Nevertheless, understanding and using English phrasal verbs can be challenging and limiting for learners in an EFL environment; offering opportunities to maximise their use of phrasal…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Comprehension
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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
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Chang, Pei-Shan; Lee, Sheng-Han; Wen, Meichun Lydia – Journal of Biological Education, 2020
The central dogma of biology is difficult to learn because its microscopic processes cannot be visualized. This study aimed to devise two inquiry activities: 'Button Code' and 'Beaded Bracelet Making,' involving the concepts of DNA replication and protein synthesis based on the Metacognitive Learning Cycle (MLC) for students, and to explore the…
Descriptors: Metacognition, Inquiry, Active Learning, Biology
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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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Yang, Chi; Jen, Chun-Hui; Chang, Chun-Yen; Yeh, Ting-Kuang – Educational Technology & Society, 2018
This study aimed to examine the relative effectiveness of using an animation versus static pictures in terms of supporting the learning of genetics. To provide a methodologically sound comparison, the two sessions were constructed to be equivalent and were designed based on principles provided by the cognitive theory of multimedia learning and the…
Descriptors: Genetics, Teaching Methods, Science Instruction, Scientific Concepts
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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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Chen, Ching-Huei; Liu, Jun-Han; Shou, Wen-Chuan – Educational Technology & Society, 2018
Although educational games have become prevalent in recent research, only a limited number of studies have considered learners' learning behaviors while playing a science problem-solving game. Introducing a competitive element to game-based learning is promising; however, research has produced ambiguous results, indicating that more studies should…
Descriptors: Competition, Educational Games, Teaching Methods, Science Instruction
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