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Showing 1 to 15 of 52 results Save | Export
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Uanhoro, James; Young, Shelley Shwu-Ching – Education Sciences, 2022
Badges in education are an increasingly popular phenomenon, and a variety of questions exists as to the abilities and effectiveness of badges. In this study, the effect of digital badges within a Moodle-based online homework system was studied for an undergraduate general physics course at a large research-based university in northeast Taiwan. One…
Descriptors: Recognition (Achievement), Credentials, Homework, Undergraduate Students
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Yu-Cheng Lin; Huei-Tse Hou – Interactive Learning Environments, 2024
The integration of augmented reality (AR) and game-based learning could increase interaction in educational games and provide more learning guidance in higher education courses. This study developed an AR educational board game that featured cognitive scaffolding, immediate feedback, and collaborative interaction. The study also analyzed and…
Descriptors: Instructional Effectiveness, Scaffolding (Teaching Technique), Computer Simulation, Educational Technology
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Kai-Yi Chin; Huai-Ling Chang; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a wearable mixed reality (MR)-based mobile learning system and applied it to museum learning activities to explore whether the proposed system can effectively improve university students' learning outcomes, situational interest, and cognitive load. Four museums were selected as the informal learning sites, and 64 university…
Descriptors: Biofeedback, Human Body, Handheld Devices, Computer Simulation
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Nguyen, Hoai Than; Tang, Chia Wei – International Review of Research in Open and Distributed Learning, 2022
This study proposes a new model for integrating the protection motivation theory (PMT) with the technology acceptance model (TAM) to explore factors affecting students' intention to attend e-learning courses during the COVID-19 pandemic. A total of 432 valid responses to an online questionnaire were received from freshmen students studying in…
Descriptors: College Freshmen, COVID-19, Pandemics, Educational Technology
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Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
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Hsu, Liwei – Computer Assisted Language Learning, 2023
The Language Massive Open Online Courses (LMOOCs) is a new platform of computer assisted language learning (CALL); since most LMOOCs witness high dropout rates, empirical evidence on English as a Foreign Language (EFL) learners' motivation to accept and utilize LMOOCs for English language learning is warranted. This study recruited 237 Taiwanese…
Descriptors: English (Second Language), Second Language Learning, Self Determination, MOOCs
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Huang, Chung-Kai – Education and Information Technologies, 2023
The purpose of this study was to deploy digital technology in ways that would help mathematics teachers in a remote rural Taiwanese middle school construct a differentiated classroom aligned with students' needs. We attempted to develop seventh-grade mathematics course modules that could meet quality educational requirements and equal…
Descriptors: Foreign Countries, Educational Technology, Mathematics Instruction, Mathematics Teachers
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Shih, Ching-Hsiang; Lai, Man-Chi; Chang, Man-Ling; Chang, Chia-Jui – International Journal of Disability, Development and Education, 2022
Most individuals with intellectual disability (ID) lack the motivation and willingness to do exercise on their own. The purpose of this study was to apply the response-stimulation strategy to encourage three overweight students with ID to engage in walking/running. This was a preliminary study to implement the strategy by using a dance pad…
Descriptors: Intellectual Disability, Students with Disabilities, Obesity, Exercise
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Wang, Chih-Chiang; Lo, Chia-Lun; Hsu, Ming-Ching; Tsai, Chih-Yung; Tsai, Chun-Ming – SAGE Open, 2020
Mobile devices are becoming ubiquitous methodologies and tools, providing application for learning and teaching field. On the basis of the widespread use of wireless devices and mobile computing technology, this study proposes a context-aware plant ecology learning system (CAPELS) based on context-aware technology; adapting deep neural networks…
Descriptors: Telecommunications, Handheld Devices, Teaching Methods, Plants (Botany)
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Huang, Tien-Chi; Chen, Mu-Yen; Hsu, Wen-Pao – Educational Technology & Society, 2019
Augmented reality (AR) technology has recently been applied to outdoor learning in an attempt to overcome the drawbacks associated with traditional teaching environments. This study conducted an experiment designed to examine how augmented reality (AR) technology in mobile devices can be used to generate virtual objects to create a context-aware,…
Descriptors: Simulated Environment, Computer Simulation, Educational Technology, Technology Uses in Education
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Wu, Wen-Chi Vivian; Yang, Jie Chi; Scott Chen Hsieh, Jun; Yamamoto, Tosh – Computer Assisted Language Learning, 2020
Motivation has played an essential role in learning, leading to various research areas across diverse disciplines. While the literature is replete with findings supporting the essentiality of motivation in an individual's academic success, demotivation (a.k.a. negative motivation) has been underexplored, even though it has been a widespread…
Descriptors: English (Second Language), Second Language Instruction, Writing (Composition), Writing Instruction
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Huang, Wenhao David; Wu, Chorng-Guang – Educational Technology Research and Development, 2017
Learning has embraced the "open" process in recent years, as many educational resources are made available for free online. Existing research, however, has not provided sufficient evidence to systematically improve open learning interactions and engagement in open educational resource (OER) systems. This deficiency presents two…
Descriptors: Shared Resources and Services, Educational Technology, Technology Uses in Education, Foreign Countries
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Lin, Yen-Ting; Tseng, Yu-Ming; Lee, Yi-Sheng; Wang, Tz-Chi; Tsai, Shu-I; Yi, Yun-Jhih – Educational Technology & Society, 2018
Recently, the development of local cultural features and tourism has become important in Taiwan. To support local cultural education, relevant studies have developed outdoor learning approaches and integrated mobile technology to connect real-world and digital-world learning resources. Nevertheless, the above-mentioned developments are usually…
Descriptors: Foreign Countries, Educational Games, Cultural Influences, Tourism
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Cheng, Kun-Hung – Journal of Educational Computing Research, 2017
With the increasing attention to the role of parents in children's learning, what issues parents consider and how they behave when learning with their children when confronted with the emerging augmented reality (AR) technology may be worth exploring. This study was therefore conducted to qualitatively understand parents' conceptions of AR…
Descriptors: Simulated Environment, Computer Simulation, Parent Role, Parent Attitudes
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Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
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