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Showing 1 to 15 of 17 results Save | Export
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Yeo, Jun-Hui; Cho, I.-Hsuan; Hwang, Gwo-Haur; Yang, Hsi-Hsun – Educational Technology Research and Development, 2022
Gender and prior knowledge may affect students' performance and motivation when simulations and games are used for learning. Accommodations should be made for students of different genders and with different levels of prior knowledge. A simulation digital game about the food chain concept geared for elementary school students was developed for…
Descriptors: Gender Differences, Prior Learning, Food, Biology
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Kuo, Yen-Ruey; Tuan, Hsiao-Lin; Chin, Chi-Chin – Research in Science Education, 2020
This study aims to examine the influence of inquiry-based instruction on eighth-grade male and female students' motivation and engagement in science learning in two public junior high schools in central Taiwan. Mixed-methods methodology was adopted with 60 students (32 males and 28 females) in the experimental group and 56 students (28 males and…
Descriptors: Foreign Countries, Inquiry, Teaching Methods, Gender Differences
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Chou, Mu-Hsuan – Journal of Educational Research, 2021
Task value has a considerable effect on one's interest, motivation, and strategies in learning. Additionally, the social contexts in which a learner studies, such as subject specialization and gender, may potentially influence how successfully one learns. The purpose of this quantitative study is to examine the relationship between task value and…
Descriptors: Vocational High Schools, High School Students, Learning Motivation, Student Interests
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Chen, Ming-Hsiu Mia; Tsai, Shih-Ting; Chang, Chi-Cheng – Education Sciences, 2019
This study explored the effects of scenario simulation games and e-textbooks on the learning outcomes of elementary school students. The study subjects were 60 primary school students classified into two groups: The experimental group was provided with scenario simulation course materials, and the control group received e-textbook materials. The…
Descriptors: Game Based Learning, Instructional Effectiveness, Elementary School Students, Elementary School Science
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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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Hung, Shao-Ting Alan; Huang, Heng-Tsung Danny – Language Testing in Asia, 2019
Washback refers to the influence of tests on learning and teaching. To date, a number of studies have revealed that tests affect teaching content, course design, and classroom practices. However, in Asian higher education contexts, little research has examined the washback of proficiency tests on English learning in comparison with the efforts on…
Descriptors: Foreign Countries, College Students, Student Evaluation, Standardized Tests
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Chen, Chih-Ming; Chen, Liang-Chun; Yang, Shun-Min – Computer Assisted Language Learning, 2019
In recent years, numerous English vocabulary learning-assisted apps have been developed to enlarge learners' English vocabulary through mobile learning. However, the ability of learners to engage in self-regulated learning (SRL) importantly affects performance in autonomously learning English vocabulary using mobile apps. Therefore, this study…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Software
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Yang, Jie Chi; Quadir, Benazir – Technology, Pedagogy and Education, 2018
Despite the growing interest in digital game-based learning (DGBL), there has been a lack of attention paid to the effects of individual differences, such as gaming flow experience and gender differences, in a reward-based achievement system. To this end, this study developed an achievement system with a reward mechanism to facilitate English…
Descriptors: Individual Differences, Second Language Learning, English (Second Language), Educational Games
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Tu, Jui-Che; Chiang, Yu-Hsien – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The research is now an instructor in the department of animation in a college, discovering that students can not pay attention to their study and lack of motivation to learn. Therefore, the research motivation is how to restore students' learning motivation and have them plunge into course learning. The study aimed to develop "design strategy…
Descriptors: Animation, Computer Software, Learning Motivation, Student Motivation
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Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – Interactive Learning Environments, 2018
This paper proposes a novel interactive ubiquitous learning system (IULS) for authentically teaching a cultural heritage course and imparting relevant concepts to students. Experimental results demonstrated that learning performance was significantly improved after students used the IULS. This study also demonstrated that students using the IULS…
Descriptors: Heritage Education, Cultural Background, Electronic Learning, Educational Technology
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Chang, Chiung-Sui; Liu, Eric Zhi-Feng; Sung, Hung-Yen; Lin, Chun-Hung; Chen, Nian-Shing; Cheng, Shan-Shan – Innovations in Education and Teaching International, 2014
This study investigates how Internet self-efficacy helps students to transform motivation into learning action, and its influence on learning performance. In this study, the effects of Internet self-efficacy on motivation and the learning performance of online college students were examined using social cognitive theory. The subjects of this study…
Descriptors: College Students, Electronic Learning, Internet, Self Efficacy
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Liu, Chia-Ju; Huang, Chin-Fei; Liu, Ming-Chi; Chien, Yu-Cheng; Lai, Chia-Hung; Huang, Yueh-Min – Educational Technology & Society, 2015
Computerized self-assessment testing can help learners reflect on learning content and can also promote their motivation toward learning. However, a positive affective state is the key to achieving these learning goals. This study aims to examine learning gains and emotional reactions resulting from receiving emotional feedback in the form of…
Descriptors: Gender Differences, Feedback (Response), Diagnostic Tests, Hypothesis Testing
Chen, Anna – European Association for Computer-Assisted Language Learning (EUROCALL), 2012
The focus of this paper is to apply the analysis of gender difference and topic preference to enhance and motivate online EFL learning shown by Taiwanese students enrolled in Freshman English Aural Training courses for English majors in a university in central Taiwan. Online learning for EFL students has been a worldwide trend. Hundreds of…
Descriptors: Gender Differences, Foreign Countries, Student Motivation, English (Second Language)
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Chang, Dian-Fu; Lin, Sung-Po – Educational Gerontology, 2011
This study analyzed the survey on adults administered by the Ministry of Education in Taiwan in 2008, and logistic regression analysis showed a close relationship between learning motivations of older adults. The finding revealed that the higher age or the lower education attainment of older adults, the lower their learning motivation. The…
Descriptors: Electronic Learning, Educational Technology, Online Courses, Learning Motivation
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Yien, Jui-Mei; Hung, Chun-Ming; Hwang, Gwo-Jen; Lin, Yueh-Chiao – Turkish Online Journal of Educational Technology - TOJET, 2011
The aim of this study was to explore the influence of applying a game-based learning approach to nutrition education. The quasi-experimental nonequivalent-control group design was adopted in a four-week learning activity. The participants included sixty-six third graders in two classes of an elementary school. One of the classes was assigned to be…
Descriptors: Foreign Countries, Academic Achievement, Grade 3, Nutrition Instruction
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