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Su, King-Dow – Journal of Baltic Science Education, 2022
This research used mixed effects to construct a PBL-STEM (problem-based learning with STEM) questionnaire with high validity and reliability. The benefits of PBL-STEM focused on cross-disciplinary and longitudinal research to analyze students' self-efficacy in life science. All 175 university students who attended this course as an elective…
Descriptors: Interdisciplinary Approach, Biological Sciences, Educational Innovation, Problem Based Learning
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Chang, Yevvon Yi-Chi; Chiou, Wen-Bin – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Self-efficacy toward science learning has been shown to play a crucial role in determining students' motivation and achievements. Social cognitive theory proposes that positive and negative task outcomes affect mastery experiences from which self-efficacy develops. The current research examined whether prior level of self-efficacy would serve as a…
Descriptors: Self Efficacy, Engineering Education, Foreign Countries, Equipment
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Chiang, Min-Hsun – IAFOR Journal of Education, 2020
With the advent of information communication technologies, an escalating number of youths is communicating, creating, and sharing narratives via Web 2.0 social networks. To ensure the continuity between in-class and out-of-class literacy practice, digital storytelling has become increasingly prevalent in educational settings. Digital storytelling…
Descriptors: Second Language Learning, Second Language Instruction, English (Second Language), Foreign Countries
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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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Hsiao, Kuo-Lun; Huang, Tien-Chi; Chen, Mu-Yen; Chiang, Nien-Ting – Interactive Learning Environments, 2018
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge regarding the chosen subjects. To address these issues, we develops and designs a game-based educational…
Descriptors: Outcomes of Education, Self Efficacy, Educational Games, Computer Oriented Programs
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2017
Students of Southeast Asian Heritage Learning Chinese (SSAHLC) in Taiwan have frequently demonstrated difficulty with traditional Chinese (a graphical character) radical recognition due to their limited exposure to the written language form since childhood. In this study, we designed a Chinese radical learning game (CRLG), which adopted a drill…
Descriptors: Motivation, Electronic Learning, Self Efficacy, Academic Achievement
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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
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Smith, Cary Stacy; Hung, Li-Ching – Interactive Learning Environments, 2017
In Taiwan, teaching focuses around lecturing, with students having little opportunity to interact with each other. Problem-based learning (PBL) is a means of instruction where students learn the subject by being active participants in the pedagogical process, with the emphasis on problem-solving. In this study, the authors investigated whether PBL…
Descriptors: Foreign Countries, Problem Based Learning, Computer Literacy, Self Efficacy
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Chyr, Wen-Li; Shen, Pei-Di; Chiang, Yi-Chun; Lin, Jau-Bi; Tsai, Chia-Wen – Educational Technology & Society, 2017
This study explored the effects of online academic help-seeking (OAHS) and flipped learning (FL) on students' development of involvement, self-efficacy, and self-directed learning. A quasi-experiment was conducted to investigate whether students' involvement, self-efficacy, and self-directed learning increases over time with intervention by OAHS,…
Descriptors: Help Seeking, Homework, Video Technology, Technology Uses in Education
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Yang, Jie Chi; Quadir, Benazir; Chen, Nian-Shing – Journal of Educational Computing Research, 2016
A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals' self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users' self-efficacy in the subject domain of…
Descriptors: Self Efficacy, Second Language Learning, English (Second Language), Quasiexperimental Design
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Wu, Ejean; Yang, Shu Ching – Computer Assisted Language Learning, 2016
This study examines the differential impact of tutor labeling vs. non-labeling approaches on the performance; motivation beliefs; and cognitive, social, and teaching presence of low-achieving students. Two interactive tutoring strategy patterns are investigated based on the taxonomical e-moderating model of Salmon. In addition, the tutees' online…
Descriptors: Low Achievement, Student Behavior, Student Attitudes, Intervention
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Sung, Han-Yu; Hwang, Gwo-Jen; Chang, Ya-Chi – Interactive Learning Environments, 2016
In this study, a problem-posing strategy is proposed for supporting collaborative mobile learning activities. Accordingly, a mobile learning environment has been developed, and an experiment on a local culture course has been conducted to evaluate the effectiveness of the proposed approach. Three classes of an elementary school in southern Taiwan…
Descriptors: Telecommunications, Problem Solving, Teaching Methods, Handheld Devices
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Lin, Ming Huei – Educational Technology & Society, 2015
This study aims to investigate the effectiveness of integrating a learner-centered blogging approach into the EFL writing classroom in Taiwan. For this purpose, a 16-week experiment was conducted, involving an intact class of 18 university-level Taiwanese EFL student writers. During the experiment, the participants first created their own blogs on…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
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Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
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Li, Shu-Chu Sarrina – Journal of Environmental Education, 2014
This study used Witte's extended parallel process model to examine the relationships between the use of fear appeals and college students' attitudes and behavioral intentions toward global warming. A pretest-posttest quasi-experimental design was adopted. Three hundred forty-one college students from six communication courses at two universities…
Descriptors: Environmental Education, College Students, Student Attitudes, Student Behavior
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