Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Chen, Hsiang-Ting | 1 |
Chen, Sherry Y. | 1 |
Cheng, Chao-Yang | 1 |
Chiang, Yu-Tzu | 1 |
Hong, Zuway-R. | 1 |
Huang, Yueh-Min | 1 |
Hwang, Jan-Pan | 1 |
Lawrenz, Frances P. | 1 |
Lin, Huann-Shyang | 1 |
Lin, Sunny S. J. | 1 |
Liu, Eric Zhi-Feng | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Education | 1 |
Audience
Location
Taiwan | 3 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Huang, Yueh-Min; Hwang, Jan-Pan; Chen, Sherry Y. – Interactive Learning Environments, 2016
Cognitive styles have been regarded as a crucial factor that affects the effectiveness of web-based learning (WBL). Previous research indicated that educational settings that match with students' cognitive styles can enhance students' learning performance, which is, however, linked to their emotion. Various physiological signals can be applied to…
Descriptors: Web Based Instruction, Cognitive Style, Educational Environment, Emotional Response
Chen, Hsiang-Ting; Wang, Hsin-Hui; Lin, Huann-Shyang; Lawrenz, Frances P.; Hong, Zuway-R. – International Journal of Science Education, 2014
This longitudinal study explores the effects of an after-school, inquiry-based science intervention on improving low-achieving elementary school children's affective perceptions of learning science (APLS) and positive thinking. Thirty-nine low-achieving children nominated by their teachers attended a three-semester intervention and formed the…
Descriptors: Longitudinal Studies, After School Programs, Inquiry, Active Learning
Chiang, Yu-Tzu; Lin, Sunny S. J.; Cheng, Chao-Yang; Liu, Eric Zhi-Feng – Turkish Online Journal of Educational Technology - TOJET, 2011
The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow,…
Descriptors: Foreign Countries, Comparative Analysis, Path Analysis, Affective Behavior