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Showing 1 to 15 of 17 results Save | Export
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Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
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Sheng-Kuei Hsu; Yuling Hsu – International Journal of Science and Mathematics Education, 2025
This study was conducted to optimize the designs of learning guides embedded in a computer-based simulation environment. The research was based on the Cognitive Theory of Multimedia Learning and Cognitive Load Theory. We investigated computer simulations under four conditions that combined representation and imagination learning strategies. This…
Descriptors: Geometry, Grade 5, Elementary School Students, Elementary School Mathematics
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Chen, Zhi-Hong; Liu, Wen-Yi – Computer Assisted Language Learning, 2021
The purpose of this study is to investigate the influences of a six-stage story structure (4S) approach on elementary students' story production. To this end, the 4S approach was developed and realized in the form of paper-based and digital storybooks based on scaffolding theory. Specifically, the students learned the six-stage story structure…
Descriptors: Elementary School Students, Grade 5, Preadolescents, Writing Attitudes
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2021
Remote association requires players to use their mental transformation to identify objects' relationships by activating knowledge application. A Chinese Remote Association game was designed (example question: [characters omitted], where the answer is [character omitted]) to explore learners' cognitive and affective effects, and then eighth grade…
Descriptors: Computer Games, Grade 8, Telecommunications, Handheld Devices
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Chou, Mu-Hsuan – International Journal of Listening, 2021
Listening is a fundamental language skill that enables language learners to receive information and interact with others. Learners use strategies to facilitate learning, perform tasks, and compensate for gaps in linguistic knowledge. Listening and learning strategies have not received much attention at secondary level in Taiwan until recently.…
Descriptors: Listening Comprehension Tests, Listening Skills, English (Second Language), Second Language Learning
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Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness
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Chen, Shin-Feng – Research in Science & Technological Education, 2017
Background: Reading is an interactive and constructive process of making meaning by engaging a variety of materials and sources and by participating in reading communities at school or in daily life. Aim: The purpose of this study was to explore the factors affecting digital reading literacy among upper-elementary school students. Method: A…
Descriptors: Elementary School Students, Literacy, Electronic Publishing, Socioeconomic Influences
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Sun, Jerry Chih-Yuan; Kuo, Cian-Yu; Hou, Huei-Tse; Lin, Yu-Yan – Educational Technology & Society, 2017
The purposes of this study were to provide a game-based anti-phishing lesson to 110 elementary school students in Taiwan, explore their learning behavioral patterns, and investigate the effects of the flow states on their learning behavioral patterns and learning achievement. The study recorded behaviour logs, and applied a pre- and post-test on…
Descriptors: Educational Games, Electronic Learning, Educational Technology, Elementary School Students
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Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yeu-Ting; Lin, Pei-Hsin; Chen, Yi-Ling – Interactive Learning Environments, 2016
Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL).…
Descriptors: Educational Games, Prediction, Anxiety, Competition
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Chen, Chih-Ming; Huang, Sheng-Hui – British Journal of Educational Technology, 2014
Due to the rapid development of information technology, web-based learning has become a dominant trend. That is, learners can often learn anytime and anywhere without being restricted by time and space. Autonomic learning primarily occurs in web-based learning environments, and self-regulated learning (SRL) is key to autonomic learning…
Descriptors: Foreign Countries, Documentation, Learning Strategies, Reading
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Yang, Der-Ching; Lai, M. L. – Journal of Education and Learning, 2013
The key purpose of this study was how we taught the use of benchmark strategy when comparing fraction for fifth-graders in Taiwan. 26 fifth graders from a public elementary in south Taiwan were selected to join this study. Results of this case study showed that students had a much progress on the use of benchmark strategy when comparing fraction…
Descriptors: Foreign Countries, Grade 5, Benchmarking, Teaching Methods
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Chiu, Mei-Shiu; Yeh, Huei-Ming; Whitebread, David – Cogent Education, 2014
This study aims to understand students' constructs regarding mathematical problems. Fifty-one Taiwanese primary students' constructs are elicited using interviews with the repertory grid technique based on their responses to creative and non-creative problems. The results of qualitative data analysis show that students' initial constructs can be…
Descriptors: Foreign Countries, Elementary School Mathematics, Elementary School Students, Primary Education
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Liu, Hui-ju; Chen, Ting-Han – English Language Teaching, 2014
This study mainly investigates language anxiety and its relationship to the use of learning strategies and multiple intelligences among young learners in an EFL educational context. The participants were composed of 212 fifth- and sixth-graders from elementary schools in central Taiwan. Findings indicated that most participants generally…
Descriptors: Foreign Countries, Anxiety, Second Language Learning, Learning Strategies
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Chen, Mei-Ling – English Language Teaching, 2014
The purpose of the study was to investigate language learning strategies used by English as a Foreign Language (EFL) learners at different educational levels and explored the influence of age on the use of language learning strategies. A total of 1,023 students participated in the study. Out of the participants, there were 250 primary students…
Descriptors: Age Differences, English (Second Language), Second Language Learning, Learning Strategies
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Yu, Fu-Yun; Pan, Kuan-Jung – Educational Technology & Society, 2014
The focus of this study was to investigate the effects of student-question generation with online prompts on student academic achievement, question-generation performance, learning satisfaction and learning anxiety. This study adopted a quasi-experimental research design. Two classes of eighth grade students (N = 64) from one middle school…
Descriptors: Questioning Techniques, Learning Strategies, Cues, Electronic Learning
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