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Showing 1 to 15 of 22 results Save | Export
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Chun-Yen Tsai; Yun-An Chen; Fu-Pei Hsieh; Min-Hsiung Chuang; Chien-Liang Lin – Journal of Educational Computing Research, 2024
In higher education, it is challenging to cultivate non-computer science majors' programming concepts. This study used the GAME model (gamification, assessment, modeling, and enquiry) in a programming education course to enhance undergraduates' self-efficacy and performance of basic programming concepts. There were 83 undergraduates taking part in…
Descriptors: Programming, Undergraduate Students, Self Efficacy, Gamification
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Yu-Chen Wei – Asia Pacific Journal of Education, 2025
This study examined the effectiveness of a career course designed to increase career self-efficacy and exploration among undergraduate students from a university in Taiwan. A quasi-experimental study was conducted to compare a group of students who completed high-intensity action-based assignments (experimental group, n = 74) with another group…
Descriptors: Foreign Countries, Undergraduate Students, Career Choice, Career Education
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Wu, Yi-Jhen; Kiefer, Sarah M.; Chen, Yi-Hsin – International Journal of School & Educational Psychology, 2020
Learning behavior of East Asian students has been debated due to their striking performance on international large-scale assessments. This study was a comparative study using latent class analysis to examine students' perceptions of learning strategies, students' reported learning strategy use, and the relationships between learning strategies and…
Descriptors: Learning Strategies, Self Efficacy, Cross Cultural Studies, Foreign Countries
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Chen, Cheng-Huan; Su, Chien-Yuan – Educational Technology & Society, 2019
This study introduced BookRoll, a digital teaching material delivery and e-book reading system, to record and trace students' preview status through the BookRoll dashboard in a university course and further support their self-regulated learning. One hundred nine freshmen from two separate classes at a university located in central Taiwan…
Descriptors: Educational Technology, Electronic Publishing, Books, Learning Strategies
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Tzu-Ling, Hsieh – International Journal of Science Education, 2019
The purpose of this study was to answer the following two questions: (1) Do significant differences exist in high-school learning experience, interests, self-efficacy, and career aspirations between male and female science, technology, engineering, and mathematics (STEM) students? (2) Can high-school learning experiences, interests, and…
Descriptors: STEM Education, High School Students, Learning Experience, Student Interests
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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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Shang, Hui-Fang – Journal of Computing in Higher Education, 2018
The ability to read English efficiently and effectively is important for medical students because they have to read a lot of medical texts published in English. This is challenging especially for non-native speakers. This study measures Taiwanese medical students' self-perceived use of metacognitive strategies while reading printed texts and…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Medical Students
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Chou, Mu-Hsuan – Journal of Educational Research, 2019
Considerable evidence indicates that self-efficacy, task value, anxiety, and the use of language learning strategies are related. However, there is currently an insufficient understanding about their relations in high-stakes testing contexts. The author aimed to investigate how well social factors, test value, anxiety, test performance, and…
Descriptors: Foreign Countries, High School Students, Grade 12, Predictor Variables
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Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
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Shen, Kuan-Ming; Lee, Min-Hsien; Tsai, Chin-Chung; Chang, Chun-Yen – International Journal of Science Education, 2016
In the area of science education research, studies have attempted to investigate conceptions of learning, approaches to learning, and self-efficacy, mainly focusing on science in general or on specific subjects such as biology, physics, and chemistry. However, few empirical studies have probed students' earth science learning. This study aimed to…
Descriptors: Undergraduate Students, Earth Science, Self Efficacy, Correlation
Sun, Jerry Chih-Yuan; Chang, Kai-Yu; Chen, Yang-Hsueh – Research and Practice in Technology Enhanced Learning, 2015
This study investigated the effects of self-efficacy and self-regulation on student achievement in a context-aware learning environment. Particularly, an innovative global positioning system (GPS) sensor-based mobile learning system was used to facilitate English learning of different plants on campus. A total of 41 university students…
Descriptors: Geographic Information Systems, Handheld Devices, Electronic Learning, College Students
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Li, Jie-Yi; Shieh, Chich-Jen – EURASIA Journal of Mathematics, Science & Technology Education, 2016
In such an era when the value is constantly restructured and information is rapidly changed, education reform should cater for new challenges. The role and function of teachers is encountering a new change. Coping with current information generation, people with high self-efficacy of selecting and mastering large amount of information and higher…
Descriptors: Goal Orientation, Learning Motivation, Faculty Development, Questionnaires
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Lin, Guan-Yu – Journal of Educational Computing Research, 2016
This study has two central purposes: First, it examines not only the roles of gender and persistence in undergraduate computing majors' learning self-efficacy, computer self-efficacy, and programming self-efficacy but also Bandura's hypothesized sources of self-efficacy; second, it examines the influence of sources of efficacy on the three…
Descriptors: Sex Role, Persistence, Self Efficacy, Beliefs
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Yang, Pei-Ling; Wang, Ai-Ling – Taiwan Journal of TESOL, 2015
The present study aims to investigate the relationship among EFL college learners' language learning strategies, English self-efficacy, and explicit strategy instruction from the perspectives of Social Cognitive Theory. Three constructs, namely language learning strategies, English learning self-efficacy, and explicit strategy instruction, were…
Descriptors: Self Efficacy, Learning Strategies, English (Second Language), Second Language Learning
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Liu, Eric Zhi-Feng; Lin, Chun-Hung; Jian, Pei-Hsin; Liou, Pey-Yan – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of the study was to model the processes involved in the development of creativity and discuss how motivation and teaching strategies figure into a creativity-supportive learning environment. The subjects included 28 college students enrolled in an Introduction to Instructional Media course. A questionnaire and interviews were used for…
Descriptors: Creativity, Student Motivation, Learning Strategies, Educational Environment
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