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Chen, Jyun-Chen – Interactive Learning Environments, 2022
"Learning by doing" involves completing a practice activity through the method of inquiry. This study combined the predict-observe-explain (POE) inquiry method and hands-on doing processes to develop a cycle-mode POED (predict-observe-explain-do) model with an e-learning system to help students complete a practice activity using…
Descriptors: Inquiry, Prediction, Observation, Hands on Science
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Chen, Hsiu-Ling; Liao, Yen-Chun – Journal of Educational Computing Research, 2022
Digital learning has become an inevitable trend with many benefits for students' learning performance and motivation. However, Virtual Reality, a pervasive mode of digital learning nowadays, has incurred ambivalence among teachers over the years due to its high cost and other technical concerns. Panoramic image VR (PIVR) is a cost-efficient…
Descriptors: Computer Simulation, Simulated Environment, Work Environment, Vocational High Schools
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Hsu, Pi-Shan – Turkish Online Journal of Educational Technology - TOJET, 2012
This study aims to develop the core mechanism for realizing the development of personalized adaptive e-learning platform, which is based on the previous learning effort curve research and takes into account the learner characteristics of learning style and self-efficacy. 125 university students from Taiwan are classified into 16 groups according…
Descriptors: Prior Learning, Self Efficacy, Cognitive Style, Foreign Countries
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Lee, Yi-Hsuan; Hsieh, Yi-Chuan; Chen, Yen-Hsun – Behaviour & Information Technology, 2013
The purpose of this study is to apply the technology acceptance model to examine the employees' attitudes and acceptance of electronic learning (e-learning) systems in organisations. This study examines four factors (organisational support, computer self-efficacy, prior experience and task equivocality) that are believed to influence employees'…
Descriptors: Electronic Learning, Investigations, Technology Uses in Education, Employee Attitudes
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Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng – Educational Technology & Society, 2012
This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…
Descriptors: Foreign Countries, Educational Games, Computer Games, Outcomes of Education
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Issa, Tomayess, Ed.; Isaias, Pedro, Ed.; Kommers, Piet, Ed. – IGI Global, 2014
Diversity among university students plays a significant role in raising awareness of numerous issues surrounding cultural heritage, language differences, cross-cultural collaboration, and international education. The integration of technological tools can assist students in cooperating nationally and internationally both in their current…
Descriptors: Technology Uses in Education, Educational Technology, Higher Education, Student Diversity
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Huang, Yueh-Min; Huang, Tien-Chi; Wang, Kun-Te; Hwang, Wu-Yuin – Educational Technology & Society, 2009
The ability to apply existing knowledge in new situations and settings is clearly a vital skill that all students need to develop. Nowhere is this truer than in the rapidly developing world of Web-based learning, which is characterized by non-sequential courses and the absence of an effective cross-subject guidance system. As a result, questions…
Descriptors: Markov Processes, Transfer of Training, Probability, Internet