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Chin-Wen Chien; Yi-Han Huang – Literacy Research and Instruction, 2024
This study explored the influence of using Curriculum-Based Readers Theater (CBRT) on promoting 12 sixth graders' oceanic knowledge and vocabulary learning in an elementary school in Taiwan. Based on the analysis of both quantitative (oceanic knowledge tests and vocabulary knowledge tests) and qualitative data (interviews, videos, and…
Descriptors: Theater Arts, Teaching Methods, Marine Education, Grade 6
Tseng, Yi-Kuan; Lin, Fan-Sheng; Tarng, Wernhuar; Lu, Yu-Ling; Wang, Tzu-Ling – Journal of Baltic Science Education, 2023
Physical and virtual labs have unique capabilities that can influence how students learn from them. The purpose of this study was to examine the effect of physical and virtual manipulatives on students' learning of heat and temperature and to examine the influence of various combinations of physical and virtual manipulatives. A total of 205…
Descriptors: Science Laboratories, Elementary School Science, Elementary School Students, Computer Simulation
Fan, Ting-Yu; Chen, Hsiu-Ling – Journal of Computer Assisted Learning, 2023
Background Study: English education has been promoted in Taiwan for many years. Recently, content and language integrated learning (CLIL) has received attention as an effective way to integrate English into real-life contexts. With advances in technology, digital storytelling is suitable for students to develop multiple skills such as narrating…
Descriptors: Cooperative Learning, Content and Language Integrated Learning, Elementary School Students, Electronic Learning
Lu, Hsin-Yun; Chien, Chin-Wen – Education 3-13, 2023
The study investigated the influence of the implementation of the local culture curriculum in an English Scenario Classroom on twenty Taiwanese sixth graders' environmental and vocabulary knowledge. The analysis of quantitative data (environmental and vocabulary knowledge pre- and posttests) and qualitative data (interviews and teaching…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Grade 6
Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
Hsu, P.-S.; Van Dyke, M.; Chen, Y.; Smith, T. J. – Journal of Computer Assisted Learning, 2016
The purpose of this mixed-methods study was to explore how seventh graders in a suburban school in the United States and sixth graders in an urban school in Taiwan developed argumentation skills and science knowledge in a project-based learning environment that incorporated a graph-oriented, computer-assisted application (GOCAA). A total of 42…
Descriptors: Mixed Methods Research, Grade 7, Grade 6, Suburban Schools
Gao, Yuan; Liu, Tzu-Chien; Paas, Fred – Journal of Educational Psychology, 2016
This study compared the effects of effortless selection of target plants using quick respond (QR) code technology to effortful manual search and selection of target plants on learning about plants in a mobile device supported learning environment. In addition, it was investigated whether the effectiveness of the 2 selection methods was…
Descriptors: Plants (Botany), Technology Uses in Education, Educational Technology, Short Term Memory
Koo, Malcolm; Norman, Cameron D.; Chang, Hsiao-Mei – International Electronic Journal of Health Education, 2012
The eight-item eHealth Literacy Scale (eHEALS) is a previously validated scale developed to assess consumers' combined knowledge, comfort, and perceived skills at finding, evaluating, and applying electronic health information to health problems. In the present study, a Chinese version of the eHEALS was developed and its psychometric properties…
Descriptors: College Students, Reliability, Measures (Individuals), Factor Analysis