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Chiu, Min-Chi; Hwang, Gwo-Jen; Hsia, Lu-Ho – British Journal of Educational Technology, 2023
In artwork appreciation activities, visiting physical exhibitions in art museums is often limited by time, distance and cost. Thus, conventional teaching is mostly conducted through textbooks, presentation slides or videos. However, by presenting artwork appreciation through a lecture, it is difficult for students to feel the beauty of artworks,…
Descriptors: Art Appreciation, Experiential Learning, Computer Simulation, Art Education
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Hwang, Gwo-Jen; Chen, Chih-Hung; Chen, Wen-Hui – Educational Technology Research and Development, 2022
Previous research has illustrated the potential of flipped learning for assisting teachers in designing meaningful activities to promote students' higher order thinking skills; however, several previous studies have challenged the effects of flipped learning on students' learning. One of the key problems is the lack of an effective learning…
Descriptors: Flipped Classroom, Concept Mapping, Prediction, Observation
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Zou, Di; Luo, Shuqiong; Xie, Haoran; Hwang, Gwo-Jen – Computer Assisted Language Learning, 2022
This paper presents a systematic review of the literature on flipped language classrooms from the perspectives of theoretical foundations, learning activities, tools, research topics and findings based on an analysis of 34 published articles. The results indicate that various research methods (e.g., tests, surveys, and interviews) were applied in…
Descriptors: Literature Reviews, Educational Research, Flipped Classroom, Second Language Learning
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Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
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Chen, Pei-Ying; Hwang, Gwo-Jen – Asia Pacific Journal of Education, 2019
The main objective of this study was to examine the factors of individual characteristics (e.g., self-regulation in terms of metacognition and motivation) and learning environmental expectancy (e.g., performance expectancy, effort expectancy, and social influence) that influence students' behavioural intention to continue online courses. The…
Descriptors: Online Courses, Metacognition, Student Attitudes, Intention
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Hsia, Lu-Ho; Huang, Iwen; Hwang, Gwo-Jen – British Journal of Educational Technology, 2016
In this paper, a web-based peer-assessment approach is proposed for conducting performing arts activities. A peer-assessment system was implemented and applied to a junior high school performing arts course to evaluate the effectiveness of the proposed approach. A total of 163 junior high students were assigned to an experimental group and a…
Descriptors: Self Efficacy, Control Groups, Correlation, Theater Arts
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Sung, Han-Yu; Hwang, Gwo-Jen – Computers & Education, 2013
In this study, a collaborative game-based learning environment is developed by integrating a grid-based Mindtool to facilitate the students to share and organize what they have learned during the game-playing process. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science…
Descriptors: Cooperative Learning, Games, Science Instruction, Instructional Effectiveness