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Showing 1 to 15 of 27 results Save | Export
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Chen, Liwen – Educational Technology & Society, 2023
The aim of this Q-study was to identify and categorize learners' learning styles and preferences with regard to the incorporation of gamification-enhanced activities in a partially flipped gamified classroom during a Taiwan university eighteen week's Introduction to Marketing course. Q-methodology was used because it identifies assorted viewpoints…
Descriptors: Cognitive Style, Flipped Classroom, Teaching Methods, Q Methodology
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Wang, Yu-Yin; Wang, Yi-Shun; Jian, Shi-En – Journal of Educational Computing Research, 2020
Business simulation games (BSGs) are educational tools that help students develop business management knowledge and skills. However, to date, relatively little research has investigated the factors that influence students' BSG usage intention. Grounded on the extended unified theory of acceptance and use of technology, this study helped to fill…
Descriptors: Business Administration Education, Foreign Countries, Computer Simulation, Student Attitudes
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Tai, Tien-En; Tang, Chia Wei – Asia Pacific Journal of Education, 2021
In Asia, in order to keep up with internationalization, the English-Medium Instruction (EMI) course has become a phenomenon in higher education. In turn, EMI literature has increasingly focused on the role of instructor's pedagogy in reducing students' negative response to EMI courses. Additionally, we further explore, from the students'…
Descriptors: Graduate Students, Student Attitudes, Business Administration Education, Asians
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Lin, Chun-Yu; Huang, Chung-Kai – Australasian Journal of Educational Technology, 2020
Due to the competitive and rapidly changing nature of the external business environment, university students must acquire the ability to cooperate, share knowledge, and enhance team effectiveness and learning in the workplaces of the future. Consequently, the design of business courses in higher education merits further discussion. Based on the…
Descriptors: Sharing Behavior, Business Administration Education, Cooperative Learning, Blended Learning
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Shih, Ying-Chun – Reading Matrix: An International Online Journal, 2015
The effects of extensive reading on EFL context have been examined with a variety of studies. This study examined the impact of extensive reading on reading proficiency while the participants were taught reading strategies. Furthermore, this study explored whether there were any differences between intervention and control groups on the reading…
Descriptors: Foreign Countries, Majors (Students), English (Second Language), Intervention
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Huang, Chung-Kai; Lin, Chun-Yu; Lin, Zih-Cin; Wang, Cui – International Association for Development of the Information Society, 2017
In a globalized digital age, the creation of curriculum innovation, along with the way we deliver course content has a great impact on preparing and equipping students with the knowledge and skills needed to succeed in the workplace. The affordance of connectivity of Massive Open Online Courses (MOOCs) has provided new opportunities for higher…
Descriptors: Large Group Instruction, Online Courses, Educational Technology, Technology Uses in Education
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Cheng, Pi-Yueh; Hsu, Ping-Kun; Chiou, Wen-Bin – Asia Pacific Education Review, 2012
Previous research on professional certification has primarily focused on graduate certificates in intensive care nursing, writing certificates for practitioners, maintenance of certification in radiation oncology, and the certification of teachers and surgeons. Research on certification in the domain of business and management from an…
Descriptors: Certification, Tests, Foreign Countries, Structural Equation Models
Chang, Chiung-Sui; Huang, Ya-Ping; Chien, Fei-Ling – International Association for Development of the Information Society, 2014
This study aimed to explore the attitude and learning effectiveness in game based simulations from college students' perspective. The participants included 189 business college students in Taiwan. The main instrument employed in this study was McDonald's video game. Additionally, participant selection, data collection and analysis, and results…
Descriptors: Foreign Countries, Business Administration Education, Educational Games, Video Games
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Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
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Huang, Yi-Ching; Huang, Hsin-Yi Cyndi – English Language Teaching, 2019
Simulation technique could be effective if it is cleverly manipulated and incorporated in a project-based learning context. This current study aims to explore students' learning experience in a project-based simulated business context. The participants were 51 second and third year students who took Business English as an elective course at a…
Descriptors: Business English, English (Second Language), Second Language Learning, Second Language Instruction
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Huang, Chung-Kai; Lin, Chun-Yu – Educational Technology & Society, 2017
With the globalization of macro-economic environments, it is important to think about how to use instructional design and web-based digital technologies to enhance students' self-paced learning, stir up learning motivation and enjoyment, build up knowledge-sharing channels, and enhance individual learning. This study experimented with the flipped…
Descriptors: Business Administration Education, Global Approach, Human Resources, College Faculty
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Huang, Yi-Ping – Teaching in Higher Education, 2018
The internationalization of higher education has resulted in the growth of English-medium instruction (EMI) practices and research. The existing EMI research has documented learners' favorable attitudes toward EMI but not necessarily its practices. Learners' dissatisfaction has not been viewed as a form of resistance. Through the notion of learner…
Descriptors: Qualitative Research, Case Studies, Language of Instruction, International Education
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Huang, Chung-Kai; Lin, Chun-Yu; Lin, Zih-Cin; Wang, Cui; Lin, Chia-Jung – International Association for Development of the Information Society, 2017
Due to the competitive and fast-changing nature of external business environments, university students should acquire knowledge of how to cooperate, share knowledge, and enhance team effectiveness and individual learning in the future workplace. Consequently, the redesign of business courses in higher education merits more discussion. Based on the…
Descriptors: Teamwork, Foreign Countries, Information Dissemination, Educational Technology
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Tao, Yu-Hui; Yeh, C. Rosa; Hung, Kung Chin – Educational Technology & Society, 2015
Several theoretical models have been constructed to determine the effects of buisness simulation games (BSGs) on learning performance. Although these models agree on the concept of learning-cycle effect, no empirical evidence supports the claim that the use of learning cycle activities with BSGs produces an effect on incremental gains in knowledge…
Descriptors: Educational Games, Simulated Environment, Statistical Analysis, Skill Development
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Lin, Hung-Ming; Tsai, Chin-Chung – Studies in Higher Education, 2013
The purpose of this study was to develop a questionnaire (called the Conceptions of Learning Management [COLM] inventory) to assess students' six categories of learning management (i.e. the learning of management), including learning management as "memorizing," "testing,'" "applying," "gaining higher…
Descriptors: Questionnaires, Learning, Business Administration Education, Test Construction
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