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Liang-Ting Tsai; Cheng-Chieh Chang – Environmental Education Research, 2025
This study investigated the trends and correlations between ocean literacy (OL), marine science learning interest (MSLI), and marine science learning motivation (MSLM) in Taiwanese high school students in a three-wave longitudinal survey, with an OL scale used to assess students' MSLI and MSLM. A total of 428 valid responses were collected. The…
Descriptors: High School Students, Student Interests, Learning Motivation, Marine Education
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Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
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Jian-Hong Ye; Mengmeng Zhang; Weiguaju Nong; Li Wang; Xiantong Yang – Education and Information Technologies, 2025
ChatGPT, as an example of generative artificial intelligence, possesses high-level conversational and problem-solving capabilities supported by powerful computational models and big data. However, the powerful performance of ChatGPT might enhance learner dependency. Although it has not yet been confirmed, many teachers and scholars are also…
Descriptors: Artificial Intelligence, College Students, Problem Solving, Student Attitudes
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Mu-Hsuan Chou – SAGE Open, 2025
Learners' English proficiency can be shaped by social environments, motivational factors, and emotions. According to situated expectancy-value theory, students' expectations of success and subjective task values (STVs) influence academic performance. Achievement emotions, which refer to emotions directly related to learning activities or outcomes,…
Descriptors: Tutoring, English (Second Language), Second Language Learning, Second Language Instruction
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Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
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Cheng-Tai Li; Huei-Tse Hou; Liang-Hsuan Lee – Language Teaching Research, 2025
Promoting English as a foreign language (EFL) students' reading comprehension, improving their reading motivation, and reducing their anxiety have always been the focus of EFL researchers. Educational board games have gradually received attention from educators. Various studies have found that board game-based teaching can improve students'…
Descriptors: Scaffolding (Teaching Technique), Educational Games, Teaching Methods, Reading Strategies
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Heng-Sheng Lin; Chih-Yun Chiang; Cheng-Wei Huang; Chao-Cian Wu; Shuo-Jun Hong – International Journal of Game-Based Learning, 2025
Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game.…
Descriptors: Foreign Countries, Learning Motivation, Active Learning, Feedback (Response)