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Yung-Ming Cheng – Interactive Technology and Smart Education, 2024
Purpose: The purpose of this study is to propose a research model based on the stimulus-organism-response (S-O-R) model to explore whether gamification and personalization as environmental stimuli to learners' learning engagement (LE) can affect their learning persistence (LP) in massive open online courses (MOOCs) and, in turn, their learning…
Descriptors: MOOCs, Gamification, Learner Engagement, Academic Persistence
Liu, Louis Chih-hung – Empirical Research in Vocational Education and Training, 2021
We investigated the effectiveness of Taiwan's dual education system, referred to as the dual system of vocational training policy (DSVTP) program. By surveying 722 randomly selected respondents participating in the DSVTP program, we examined the effects of students' satisfaction with their learning and internship in the program on their intentions…
Descriptors: Internship Programs, Program Effectiveness, Student Satisfaction, Intention
Wang, Chia-Chi – Cogent Education, 2021
Problem-based learning (PBL) is a student-centred instructional approach in which complex real-world problems are used as the vehicle to promote students' learning of concepts and principles. This paper presents a case study that explored the learning experiences of 18 pre-service teachers and how the instructor was affected when implementing PBL…
Descriptors: Problem Based Learning, Student Centered Learning, Preservice Teachers, Knowledge Level
Lin, Kuen-Yi; Hsiao, Hsien-Sheng; Williams, P. John; Chen, Yu-Han – Research in Science & Technological Education, 2020
Background: STEM education has become a focus of research and teaching interest in recent years. However, not all scholars agree on the definition and purpose of STEM education. This paper summarizes related past research and suggests that, according to the requirements of Taiwan's educational environment, STEM education should focus on the…
Descriptors: STEM Education, Middle School Students, Student Attitudes, Technology Uses in Education
Chou, Pao-Nan; Chang, Chi-Cheng; Hsieh, Shih-Wan – Technology, Pedagogy and Education, 2020
The purpose of the current study was to investigate students' overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education
Shih, Ru-Chu – Australasian Journal of Educational Technology, 2011
The goal of this study was to investigate the effect of integrating "Facebook" and peer assessment with college English writing class instruction through a blended teaching approach. This blended approach consisted of one-third of a semester of classroom instruction and two-thirds of a semester combining "Facebook", peer…
Descriptors: Foreign Countries, College Students, College English, English (Second Language)