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Showing 16 to 30 of 179 results Save | Export
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Graham, Keith M.; Eslami, Zohreh – Reading Psychology, 2022
This study examines the role of transcription and ideation, the dimensions in the Simple View of Writing, as predictors of narrative and expository writing of English language learners (ELLs). Data were collected from sixth-grade primary school ELL students (N = 56) in Taiwan. Two writing samples, a narrative and an expository, were collected and…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Expository Writing
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Chen, Jyun-Chen – Interactive Learning Environments, 2022
"Learning by doing" involves completing a practice activity through the method of inquiry. This study combined the predict-observe-explain (POE) inquiry method and hands-on doing processes to develop a cycle-mode POED (predict-observe-explain-do) model with an e-learning system to help students complete a practice activity using…
Descriptors: Inquiry, Prediction, Observation, Hands on Science
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Sally Wu, Yu-Han; Alan Hung, Shao-Ting – Journal of Educational Computing Research, 2022
Virtual Reality (VR) has been used to enhance EFL learners' speaking skills due to its immersive and interactive features. This study thus investigated the effects of VR on elementary school students' English-speaking performance and such affective variables as their willingness to communicate (WTC) and learning autonomy. Fifty-six EFL sixth…
Descriptors: Computer Simulation, Technology Uses in Education, Electronic Learning, Elementary School Students
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Hsieh, Tian-Da; Huang, Shih-Jung – International Society for Technology, Education, and Science, 2021
The purpose of this study is to explore the children's understanding of moon phase changes. Study methods include qualitative and quantitative methods. The subjects of the study are 683 students from grade three to six in an elementary school in New Taipei City. This study uses the method of writing assessment to explore the ideas of elementary…
Descriptors: Astronomy, Scientific Concepts, Concept Formation, Elementary School Students
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Lin, Cheng-Ta – Turkish Online Journal of Educational Technology - TOJET, 2023
A purposive sampling was conducted with 109 students from Anding elementary school, Taiwan. First, we found perceived ease of learning, enjoyment, self-efficacy, social interaction and learning attitude have significant differences between integrated teaching approach and Spoon-feeding instruction in this study. Second, the research framework has…
Descriptors: Computer Assisted Instruction, Elementary School Students, Difficulty Level, Student Attitudes
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Chen, Chih-Ming; Li, Ming-Chaun; Lin, Mei-Feng – Computer Assisted Language Learning, 2022
This study is aimed to design a novel vocabulary learning mechanism (VLM) in the previously developed video-annotated learning and reviewing system (VALRS) that allows learners to identify unfamiliar or unknown words when listening to the video and generate personalized input enhancement from English subtitles for vocabulary learning. It is…
Descriptors: Video Technology, Captions, English (Second Language), Listening Comprehension
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Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
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Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
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Liu, Yuan-Chen; Huang, Tzu-Hua; Lin, I-Hsuan – Innovation in Language Learning and Teaching, 2023
The aim of this study is to use augmented reality and hands-on activity with phonics cubes to create an augmented reality English learning system named the Rolling Alphabet-AR System to investigate its impact on English learning, flow experience, and English self-efficacy for sixth graders. This study adopted quasi-experimental research on 114…
Descriptors: Alphabets, English (Second Language), Second Language Learning, Phonics
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Tsai, Chun-Yen; Lin, Huann-shyang; Liu, Shu-Chiu – Journal of Computer Assisted Learning, 2020
The purpose of this study is to explore the effect of a pedagogical model of digital games on students' scientific competencies that are advocated by the Programme for International Student Assessment (PISA). As a single game-based learning strategy may not be enough to enhance such competencies, the online game in the current study incorporated…
Descriptors: Educational Games, Instructional Effectiveness, Achievement Tests, Foreign Countries
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Hsiao, Hsien-Sheng; Lin, Yi-Wei; Lin, Kuen-Yi; Lin, Chien-Yu; Chen, Jheng-Han; Chen, Jyun-Chen – Interactive Learning Environments, 2022
This study used robot-based practices to develop an activity that incorporated the 6E model. The sixth-grade students learned interdisciplinary knowledge about how to use Arduino electronic components, microcontrollers, and hands-on tools to make a "Crab Robot." In addition, the students learned how to use Scratch programming language to…
Descriptors: Robotics, Grade 6, Interdisciplinary Approach, Programming
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Chou, Ying-Chun; Chiu, Chiung-Hui – Asia-Pacific Education Researcher, 2020
This study serves to develop a multidimensional scale for assessing the digital fluency of preadolescents. The researchers applied exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) to evaluate the constancy of the classified factors and to elucidate relationships among factors in the Digital Fluency Scale. A total of 224…
Descriptors: Test Construction, Test Validity, Preadolescents, Computer Literacy
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Tsai, Shu-Min; Wang, Yaw-Yih; Weng, Chih-Miao – Journal of Education and Learning, 2020
The study explored the relationships between digital games internet addiction, peer relationships, and learning attitudes through questionnaire survey in senior grade of elementary school children in elementary school in Chiayi County. Taking 735 students as the research object, SPSS 22.0 as a quantity research analysis instrument was applied to…
Descriptors: Computer Games, Internet, Addictive Behavior, Peer Relationship
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Sun, Koun Tem; Chen, Meng Hsun – International Journal of Information and Communication Technology Education, 2020
In this paper, the development of the MAR (mobile augmented reality) remedial teaching program is described. It allowed students to manipulate augmented objects through AURASMA app via internet and find leads to solve geometry problems regarding compound-cube-surface area. In order to foster students' spatial abilities, the program provided…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Elementary School Mathematics
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Cheng-Ji Lai – International Education Studies, 2024
Despite the increasing popularity of dual language education programs in Taiwan, limited research assesses their effectiveness. This study evaluated eight English Immersion Programs (EIPs) in Taiwan, representing a dual language education model, using the "Guiding Principles for Dual Language Education" (GPDLE) framework. Interviews with…
Descriptors: Program Evaluation, Bilingual Education Programs, Grade 4, Elementary School Students
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