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Shih, Huei-Ju; Change, Shan-mao – English Language Teaching, 2018
The L2 Motivational Self System (L2MSS) has been widely researched and used to explain L2 learners' motivational behaviors. However, important factors such as language learning anxiety, self-efficay and possible family influence need to be scrutizized in relation to L2MSS in order to expand our understanding of the second language learning…
Descriptors: Learning Motivation, Anxiety, Self Efficacy, Family Influence
Shih, Huei-Ju – International Education Studies, 2019
Factors that contribute to learning achievement have always been a primary research concern in the field of education. In the field of second/foreign language (L2) learning, researchers have been trying to explore many important factors that are linked to successful learning and how these factors may predict the success of language learning. With…
Descriptors: Second Language Learning, Self Efficacy, Academic Achievement, Structural Equation Models
Huang, Hsin; Hwang, Gwo-Jen – Educational Technology & Society, 2019
Educating inpatients and their family members regarding patient safety and protection is an important and challenging task for nursing staff. However, the effects of the conventional patient instruction with printed materials are usually not as good as expected owing to the learners' low learning engagement. In this study, a learning…
Descriptors: Learner Engagement, Patients, Books, Electronic Publishing
Chen, Hsiu-Ling; Liao, Yen-Chun – Journal of Educational Computing Research, 2022
Digital learning has become an inevitable trend with many benefits for students' learning performance and motivation. However, Virtual Reality, a pervasive mode of digital learning nowadays, has incurred ambivalence among teachers over the years due to its high cost and other technical concerns. Panoramic image VR (PIVR) is a cost-efficient…
Descriptors: Computer Simulation, Simulated Environment, Work Environment, Vocational High Schools
Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – IEEE Transactions on Learning Technologies, 2020
In most cultural heritage courses, students physically visit several renowned heritage sites for educational purposes. However, because of time and manpower limitations, many teachers use traditional outdoor instruction methods to transmit vital information regarding these sites and buildings. This approach could result in students merely…
Descriptors: Cultural Education, Historic Sites, Outdoor Education, Computer Simulation
Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
Chen, Yen-Chun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Descriptors: Educational Games, Computer Uses in Education, Computer Games, Student Motivation
Chen, Ming-Hsiu Mia; Tsai, Shih-Ting; Chang, Chi-Cheng – Education Sciences, 2019
This study explored the effects of scenario simulation games and e-textbooks on the learning outcomes of elementary school students. The study subjects were 60 primary school students classified into two groups: The experimental group was provided with scenario simulation course materials, and the control group received e-textbook materials. The…
Descriptors: Game Based Learning, Instructional Effectiveness, Elementary School Students, Elementary School Science
Freiermuth, Mark R.; Patanasorn, Chomraj; Ravindran, Latha; Huang, Hsin-chou – Journal for the Psychology of Language Learning, 2021
Understanding the make-up of gritty L2 students has garnered quite a lot of attention recently. In this descriptive narrative-based study, we looked at the interview data of eight English language learners who recorded high scores on a nine-item grit questionnaire. Specifically, two female university students each from Taiwan, Malaysia, Thailand…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Grounded Theory
Chou, Mu-Hsuan – Journal of Educational Research, 2021
Task value has a considerable effect on one's interest, motivation, and strategies in learning. Additionally, the social contexts in which a learner studies, such as subject specialization and gender, may potentially influence how successfully one learns. The purpose of this quantitative study is to examine the relationship between task value and…
Descriptors: Vocational High Schools, High School Students, Learning Motivation, Student Interests
Li, Yi-Fan; Chen, Hsinyi; Zhang, Dalun; Gilson, Carly B. – Education and Training in Autism and Developmental Disabilities, 2019
The current study was conducted in Taiwan to examine the effectiveness of using a self-monitoring strategy to increase the percentage of completion of classroom tasks for three high school seniors with moderate intellectual disability. We used a multiple-probe-across-subjects single-case design to evaluate the use of a self-monitoring tool to…
Descriptors: Self Management, Classroom Techniques, Students with Disabilities, Moderate Intellectual Disability
Tsai, Cheng-Chang – International Journal of Instruction, 2020
The main purpose of this study was to examine the differences in students' English vocabulary learning performance as well as the instructional materials motivation, comparing the traditional lecturing method and the Augmented Reality method. This study adopted an unequal pre-test and post-test experimental design. Overall, there were a total of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
Chen, Ming-Puu; Wang, Li-Chun; Zou, Di; Lin, Shu-Yuan; Xie, Haoran; Tsai, Chin-Chung – Computer Assisted Language Learning, 2022
Augmented reality (AR) deepens learning interactions by imposing digital information on top of physical settings. This study implemented an AR-enhanced theme-based contextualized learning and aimed to examine the effects of captions (non-caption, English caption and Chinese caption) and English proficiency (less proficient and proficient) on…
Descriptors: Visual Aids, Teaching Methods, Instructional Effectiveness, English (Second Language)
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
Kung, Fan-Wei – Innovation in Language Learning and Teaching, 2019
The past decade has witnessed a plethora of research in teaching second language reading, and how to teach with efficiency has gradually gained ground in the field of Second Language Acquisition. Even though empirical studies have revealed that there is a positive correlation between students' learning motivation and learning outcome for effective…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Reading Strategies