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Showing 1 to 15 of 25 results Save | Export
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Ting-Chia Hsu; Ching Chang; Tien-Hsiu Jen – Interactive Learning Environments, 2024
Young learners' vocabulary learning needs interaction with language input when they are engaged in an activity. Given that AI-supported image recognition technologies offer hands-on learning in authentic contexts, and that self-regulated learning (SRL) enables learners to monitor and evaluate their learning when interacting with multi-sensory…
Descriptors: Metacognition, Multisensory Learning, Vocabulary Development, Learning Strategies
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Chang, Wan-Chen; Liao, Chang-Yen; Chan, Tak-Wai – Computer Assisted Language Learning, 2021
This study describes the use of a game-based writing environment (GWE) to increase textual cohesion in students' writing and improve their writing attitude. The participants were 113 third-grade students in Taiwan; the study was conducted over two semesters. A GWE was used for the experimental group (n = 56), and a conventional writing environment…
Descriptors: Children, Elementary School Students, Grade 3, Connected Discourse
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Gao, Ya-Ling; Wang, Fei-Yu; Lee, Sy-Ying – Language Teaching Research, 2023
Storytelling is a well-established literary practice in language classrooms. However, approaches influencing its effectiveness and efficiency have rarely been investigated. This study compared the effects of three storytelling approaches on the vocabulary acquisition and response patterns of third-grade students of English as a foreign language…
Descriptors: Story Telling, Vocabulary Development, English (Second Language), Grade 3
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Chu, Hui-Chun; Chen, Jun-Ming; Kuo, Fan-Ray; Yang, Shu-Min – Educational Technology & Society, 2021
Although game-based learning strategies have been used in mathematics education for a period of time, the potential for enhancing students' learning achievement and math self-efficacy is still being explored. Students need to face complex mathematics concepts and calculations in mathematics courses. Even though using games to learn mathematics may…
Descriptors: Game Based Learning, Remedial Instruction, Mathematics Achievement, Individualized Instruction
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Huang, Yun-Yin; Liu, Chen-Chung; Wang, Yu; Tsai, Chin-Chung; Lin, Hung-Ming – Educational Technology & Society, 2017
English proficiency difference among students is a challenging pedagogical issue in EFL classrooms worldwide. Collaborative digital storytelling has been adopted in language learning settings to increase motivation and engagement, especially for young learners. However, it remains unknown whether students of different proficiency levels can…
Descriptors: Foreign Countries, Elementary School Students, Urban Schools, Grade 3
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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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Hsin, Ching-Ting; Liang, Jyh-Chong; Hsu, Chung-Yuan; Shih, Meilun; Sheu, Feng-Ru; Tsai, Chin-Chung – Asia-Pacific Education Researcher, 2019
This cross-sectional research was conducted to probe how 626 Taiwanese children's conceptions of learning differ by age and gender via drawing. Participants were from the kindergarten, the first grade, and the third grade. A coding scheme categorizing the people, learning domain, and place in the drawings was developed. Chi-square tests were then…
Descriptors: Case Studies, Age Differences, Gender Differences, Kindergarten
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Liao, Guan-Ze; Shih, Yi-Jyun – Designs for Learning, 2013
Sudoku is an intelligence game that has fascinated many people. In addition to offering entertainment, it also attracts players to solve more challenging Sudoku questions. Sudoku novices tend to fail to focus on understanding the operation rules because the grid, words, and numbers of Sudoku are too complicated. The main purpose of this study is…
Descriptors: Games, Elementary School Students, Grade 3, Foreign Countries
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Sun, Koun-Tem; Wang, Chun-Huang; Liku, Ming-Chi – Comunicar: Media Education Research Journal, 2017
Although digital media literacy is recognized as providing the essential competencies required for living in a new media age, it has only just started to gain focus in Taiwan's elementary education. One of the reasons is examination-oriented education, which diverts scarce resources away from this informal learning. The other reason is that…
Descriptors: Technological Literacy, Elementary School Students, Grade 3, Exhibits
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Eika, Evelyn; Hsieh, Yining – First Language, 2017
Students in South East Asia often struggle with English /l/ and /r/. This study therefore set out to examine how Taiwanese pupils' perception of these sounds is influenced by cross-language effects. Most Taiwanese students have Mandarin as L1 and Taiwanese as L2 or vice versa, and English as L3. A same-different discrimination experiment was…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Foreign Countries
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Tsai, Pei-Shan; Tsai, Chin-Chung; Hwang, Gwo-Haur – Interactive Learning Environments, 2016
The purpose of this study was to explore the effects of the context-aware ubiquitous learning (u-learning) approach versus traditional instruction on students' ability to answer questions that required different cognitive skills, using the framework of Bloom's taxonomy of educational objectives, including knowledge, comprehension, application,…
Descriptors: Teaching Methods, Outcomes of Education, Cognitive Ability, Foreign Countries
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Huang, Yi-Ching; Liao, Lung-Chuan – Teaching English with Technology, 2015
The purpose of this study was to explore the effects of the digital material incorporated into Text-to- Speech system for students' English spelling. The digital material was made on the basis of the Spelling Bee vocabulary list (approximately 300 words) issued by the selected school. 21 third graders from a private bilingual school in Taiwan were…
Descriptors: Foreign Countries, Electronic Learning, Educational Technology, English (Second Language)
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Yang, Jie Chi; Quadir, Benazir; Chen, Nian-Shing – Journal of Educational Computing Research, 2016
A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals' self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users' self-efficacy in the subject domain of…
Descriptors: Self Efficacy, Second Language Learning, English (Second Language), Quasiexperimental Design
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Liu, Chen-Chung; Tao, Shu-Yuan; Chen, Wei-Hung; Chen, Sherry Y.; Liu, Baw-Jhiune – Behaviour & Information Technology, 2013
Social media on the World Wide Web, such as Wiki, are increasingly applied to support collaborative learning for students to conduct a project together. However, recent studies indicated that students, learning in the collaborative project, may not actively contribute to the collaborative work and are involved only in a limited level of positive…
Descriptors: Cooperative Learning, Internet, Student Participation, Story Telling
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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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