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Showing 1 to 15 of 38 results Save | Export
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Guan, Jue-Qi; Wang, Liang-Hui; Chen, Qu; Jin, Kai; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Pottery making in technology education aims to foster students' practical and creative ability. In a typical pottery making class, students receive the teacher's instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in…
Descriptors: Ceramics, Art Education, Educational Technology, Computer Simulation
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Wang, Liang-Hui; Chen, Bing; Hwang, Gwo-Jen; Guan, Jue-Qi; Wang, Yun-Qing – International Journal of STEM Education, 2022
Many researchers have explored the impact of digital games on learning effects in different STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game-based STEM education on the learning achievement of K-12 or higher education students. The analysis results of effect sizes from 33 studies (N = 3894) published from…
Descriptors: STEM Education, Computer Games, Elementary School Students, Secondary School Students
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Huang, Hsin; Hwang, Gwo-Jen – Interactive Learning Environments, 2021
In this study, a synthesis review of the studies published in Elsevier's Scopus database from 1985 to 2017 was conducted to analyze the technology-based learning of newly graduated nurses, including the software and technologies adopted, course content, teaching strategies, research issues, care units, and so on. From the review results, it was…
Descriptors: Educational Technology, Information Technology, College Graduates, Nurses
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Sung, Han-Yu; Hwang, Gwo-Jen; Chen, Chin-Yu; Liu, Wen-Xiu – Interactive Learning Environments, 2022
The Analects of Confucius has been identified as an important and influential philosophy around the globe. However, in traditional instruction, it is difficult to express the spirit of this philosophy. Therefore, many students consider it as a big challenge to study the Analects of Confucius. To cope with this problem, in this study, an…
Descriptors: Electronic Learning, Learning Processes, Confucianism, Philosophy
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Hsia, Lu-Ho; Hwang, Gwo-Jen; Lin, Chi-Jen – Interactive Learning Environments, 2022
Flipped learning has received significant emphasis in recent years. Through this approach, students' self-learning ability can be cultivated and the time for in-class practice and teachers' and students' interaction are increased. In the past, there has been much research confirming its benefits in learning performance. Meanwhile, some studies…
Descriptors: Flipped Classroom, Teaching Methods, Dance Education, College Students
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Zheng, Xiao-Li; Kim, Hoi-Soo; Lai, Wen-Hua; Hwang, Gwo-Jen – British Journal of Educational Technology, 2020
In recent years, most studies on flipped classrooms or flipped learning have focused on learners' motivation, academic achievement and teachers' and students' perceptions of the flipped classroom. Little research has involved interactions in the flipped classroom. This study aims to show that in-class collaborative learning in the flipped…
Descriptors: Educational Technology, Technology Uses in Education, Video Technology, Cooperative Learning
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Chang, Ching-Yi; Hwang, Gwo-Jen; Gau, Meei-Ling – British Journal of Educational Technology, 2022
The aims of nursing training include not only mastering skills but also fostering the competence to make decisions for problem solving. In prenatal education, cultivating nurses' knowledge and competence of vaccine administration is a crucial issue for protecting pregnant women and newborns from infection. Therefore, obstetric vaccination…
Descriptors: Nursing Education, Job Skills, Skill Development, Knowledge Level
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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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Tang, Kai-Yu; Hsiao, Chun-Hua; Tu, Yun-Fang; Hwang, Gwo-Jen; Wang, Youmei – Educational Technology Research and Development, 2021
The main purpose of this study was to examine the critical factors influencing university teachers' use of a mobile technology-enhanced teaching (MTT) platform during the new coronavirus (COVID-19) epidemic. An integrated model with multiple factors drawing from the theoretical models and learning theories was proposed in this study to examine…
Descriptors: Educational Technology, Technology Uses in Education, College Faculty, Telecommunications
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Mustafa, Ghulam; Abbas, Muhammad Azeem; Hafeez, Yaser; Khan, Sharifullah; Hwang, Gwo-Jen – Interactive Learning Environments, 2019
During early childhood, children start developing their cognitive, social, emotional, and behavioural skills, laying the foundation for life-long learning. Cognitive skills are usually taught in traditional classrooms through the use of textbooks and worksheets. The learning content in these textbooks and worksheets is static pre-authored content…
Descriptors: Cognitive Development, Preschool Children, Child Development, Skill Development
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Chen, Pei-Ying; Hwang, Gwo-Jen – British Journal of Educational Technology, 2019
Flipped classrooms have been recognized as a potential approach that enables students to have flexible time to learn before the class as well as more opportunities to apply knowledge and to interact with peers and the teacher in the class. On the other hand, researchers have pointed out the challenge of engaging students in self-regulated learning…
Descriptors: Blended Learning, Academic Achievement, Metacognition, Foreign Countries
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Lin, Hui-Chen; Hwang, Gwo-Jen – Interactive Learning Environments, 2019
Medical education is a domain with fast-changing knowledge and attention to knowledge application and higher order thinking; therefore, how to implement effective teaching is a crucial issue. Based on the technology-based learning model, this study provides a multi-dimensional analysis of published papers on the flipped classroom in medical…
Descriptors: Medical Education, Educational Technology, Technology Uses in Education, Homework
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Hwang, Gwo-Jen; Fu, Qing-Ke – Interactive Learning Environments, 2019
This study reviewed the mobile technology-assisted language learning studies published from 2007 to 2016 in selected journals. Several critical issues were investigated, such as research methods, research issues, language and learner types, and learning outcomes. It was found that English as a foreign/second language was the most common target…
Descriptors: Educational Technology, Technology Uses in Education, Telecommunications, Handheld Devices
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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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Yang, Tzu-Chi; Fu, Hseng-Tz; Hwang, Gwo-Jen; Yang, Stephen J. H. – Australasian Journal of Educational Technology, 2017
Mathematical skills have been recognised as a core competence for engineering and science students. However, learning mathematics has been recognised as a difficult and challenging task for most students, in particular, calculus for first-year students in university. Consequently, the development of effective learning strategies and environments…
Descriptors: Teaching Methods, Mathematics Instruction, Mathematics Skills, College Freshmen
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