Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Chen, Ming-Puu | 1 |
Lin, Ching-Ling | 1 |
Lin, Janet Mei-Chuen | 1 |
Sun, Koun-Tem | 1 |
Wang, Li-Chun | 1 |
Wang, Sheng-Min | 1 |
Yang, Mei-Ching | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Elementary Secondary Education | 3 |
Elementary Education | 2 |
Grade 4 | 1 |
Grade 6 | 1 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Location
Taiwan | 3 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Sun, Koun-Tem; Lin, Ching-Ling; Wang, Sheng-Min – International Journal of Science and Mathematics Education, 2010
The relative positions of the sun, moon, and earth, their movements, and their relationships are abstract and difficult to understand astronomical concepts in elementary school science. This study proposes a three-dimensional (3-D) virtual reality (VR) model named the "Sun and Moon System." This e-learning resource was designed by…
Descriptors: Foreign Countries, Electronic Learning, Elementary School Science, Computer Simulation
Lin, Janet Mei-Chuen; Yang, Mei-Ching – Journal of Computers in Mathematics and Science Teaching, 2009
In this study half of 52 sixth graders learned to program in MSWLogo and the other half in Drape. An analysis of students' test scores revealed that Drape (an iconic language) seemed to have a steeper learning curve than MSWLogo (a textual language). However, as students gradually became more familiar with either language, the difference in…
Descriptors: Elementary School Students, Programming Languages, Science Achievement, Instructional Effectiveness
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning