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Cheng, Ching-Hsue; Chen, Chung-Hsi – Computer Assisted Language Learning, 2022
Many scholars have highlighted the importance of motivation and anxiety in language learning. They have also indicated the advantages of integrating learning content into a mobile-assisted English learning system environment. Meanwhile, a few studies have explored the impacts of a mobile-assisted English learning system on the motivation and…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Student Attitudes
Hung, Chih-Lun; Li, Feng-Chin – Educational Research and Reviews, 2017
The purpose of the study is to explore the association between primary school teachers' perceptions of professional role and their innovative teaching in Central Taiwan. Quantitative research methods were employed, and data were collected from 554 Central Taiwanese teachers. The results of the present study indicated that elementary school…
Descriptors: Foreign Countries, Elementary School Teachers, Teacher Attitudes, Teacher Role
Lee, Chien I.; Chang, Chih C. – EURASIA Journal of Mathematics, Science & Technology Education, 2017
How to enhance students' reading comprehension as well as reading interest is a currently serious problem for elementary school students. Students can learn various knowledge through reading, as a result of this reason, the advantage and disadvantage of reading ability could directly affect the learning efficiency. This study proposes networked…
Descriptors: Cognitive Style, Reading Comprehension, Foreign Countries, Elementary School Students
Chen, Yu-Hsuan; Wang, Chang-Hwa – Interactive Learning Environments, 2018
Although research has indicated that augmented reality (AR)-facilitated instruction improves learning performance, further investigation of the usefulness of AR from a psychological perspective has been recommended. Researchers consider presence a major psychological effect when users are immersed in virtual reality environments. However, most…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Psychological Patterns
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
Hsieh, Chen-Wei; Chen, Sherry Y. – International Review of Research in Open and Distributed Learning, 2016
Handheld devices are widely applied to support open and distributed learning, where students are diverse. On the other hand, customization and personalization can be applied to accommodate students' diversities. However, paucity of research compares the effects of customization and personalization in the context of handheld devices. To this end, a…
Descriptors: Handheld Devices, Technology Uses in Education, Educational Technology, Cognitive Style
Yang, Tzu-Chi; Fu, Hseng-Tz; Hwang, Gwo-Jen; Yang, Stephen J. H. – Australasian Journal of Educational Technology, 2017
Mathematical skills have been recognised as a core competence for engineering and science students. However, learning mathematics has been recognised as a difficult and challenging task for most students, in particular, calculus for first-year students in university. Consequently, the development of effective learning strategies and environments…
Descriptors: Teaching Methods, Mathematics Instruction, Mathematics Skills, College Freshmen
Shimizu, Yoshihiko; Pack, Dwayne; Kano, Mikio; Okazaki, Hiroyuki; Yamamura, Hiroto – Research-publishing.net, 2016
The purpose of this report is to compare the effects of "telecollaborative classes" between students in Japan and those in Asian-Pacific countries such as Taiwan, Thailand, and the United States (Hawaii). The telecollaborative classes are part of the Asian-Pacific Exchange Collaboration (APEC) project, a 4-year project involving students…
Descriptors: Foreign Countries, Student Exchange Programs, International Educational Exchange, English (Second Language)
Wang, Hsin-Hui; Chen, Hsiang-Ting; Lin, Huann-Shyang; Hong, Zuway-R – Higher Education Research and Development, 2017
This quasi-experimental study examined the effects of a self-reflection intervention on college (college in this article refers to university-level education) students' positive thinking, learning motivation and self-regulation in Taiwan. One hundred and two college students were selected to participate in an 18-week intervention forming the…
Descriptors: College Students, Learning Motivation, Quasiexperimental Design, Foreign Countries
Lai, Ching-San; Wang, Yun-Fei – Journal of Education in Science, Environment and Health, 2016
The purpose of this study was to explore the learning performance of sixth grade elementary school students using newspapers in science teaching. A quasi-experimental design with a single group was used in this study. Thirty-three sixth grade elementary school students participated in this study. The research instruments consisted of three…
Descriptors: Grade 6, Elementary School Science, Elementary School Students, Quasiexperimental Design
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
Chen, Zhi-Hong; Lee, Shu-Yu – Educational Technology & Society, 2018
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
Descriptors: Educational Games, Young Children, Elementary School Students, Grade 4
Yu, Wei-Chieh Wayne – International Journal of Information and Communication Technology Education, 2018
This study examined students' perceptions of completing an English writing class via a social networking platform. Participants were 162 aboriginal students between 18 and 23 years of age at a nursing college in southern Taiwan. Different ethnicities were defined and represented by different memberships of indigenous groups or tribes, also known…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Writing (Composition)
Chang, Chi-Cheng; Liang, Chaoyun; Shu, Kuen-Ming; Tseng, Kuo-Hung; Lin, Chun-Yu – Technology, Pedagogy and Education, 2016
The study aims to examine whether reflective writing using e-portfolios enhances high school students' self-regulated learning. Participants included two classes of eighth-graders majoring in Information Processing and taking a course called "Website Design" at a vocational high school in Taiwan. There were 41 students, with 18 males and…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, High School Students
Wei, Chun-Wang; Lin, Yi-Chun; Lin, Yen-Ting – Interactive Learning Environments, 2016
Clinical resources in nursing schools are always insufficient for satisfying the practice requirements of each student at the same time during a formal course session. Although several studies have applied information and communication technology to develop computer-based learning tools for addressing this problem, most of these developments lack…
Descriptors: Nursing Education, Clinical Experience, Web Based Instruction, Nursing Students