Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 5 |
Descriptor
Source
Educational Technology &… | 2 |
Interactive Learning… | 1 |
Journal of Baltic Science… | 1 |
Journal of Educational… | 1 |
Author
Chen, Beyin | 1 |
Chen, Chia-Chen | 1 |
Chu, Hui-Chun | 1 |
Hsu, I.-Ying | 1 |
Huang, Po-Hao | 1 |
Hwang, Gwo-Haur | 1 |
Lee, Tzu-Lien | 1 |
Liu, Yi Chun | 1 |
Tsai, Fu-Hsing | 1 |
Wang, Chun-Chieh | 1 |
Wang, Lin | 1 |
More ▼ |
Publication Type
Journal Articles | 5 |
Reports - Research | 5 |
Education Level
Elementary Education | 3 |
Intermediate Grades | 3 |
Middle Schools | 3 |
Grade 5 | 2 |
Junior High Schools | 2 |
Secondary Education | 2 |
Grade 4 | 1 |
Grade 6 | 1 |
Grade 9 | 1 |
High Schools | 1 |
Higher Education | 1 |
More ▼ |
Audience
Location
Taiwan | 5 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Liu, Yi Chun; Wang, Wei-Tsong; Lee, Tzu-Lien – Journal of Educational Computing Research, 2021
Critical factors that influence the value of digital game-based learning (DGBL) for enhancing learning effectiveness remain debatable. Based on the self-determination theory (SDT), people can be autonomously motivated to adopt DGBL to enhance learning effectiveness if their basic psychological needs are satisfied. Additionally, studies that…
Descriptors: Computer Games, Educational Games, Game Based Learning, Feedback (Response)
Chen, Beyin; Hwang, Gwo-Haur; Wang, Shen-Hua – Educational Technology & Society, 2021
The application of artificial intelligence (AI) in education is now widespread, and the use of robots in education has demonstrated a positive influence on students' behavior and development. However, the use of emerging technologies usually results in cognitive load, especially for elementary school students whose learning capacity has not yet…
Descriptors: Cognitive Processes, Difficulty Level, Game Based Learning, Robotics
Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning