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Sui, Chi-Jung; Chen, Hsin-Chueh; Cheng, Ping-Han; Chang, Chun-Yen – Journal of Science Education and Technology, 2023
Utilizing an inquiry-learning space (ILS) via the Go-Lab platform, we investigated students' technology acceptance, knowledge integration [KI] process, and learning outcomes of both the high-achiever KI student and low-achiever KI student. This study aimed to understand how students engage in knowledge integration tasks using an inquiry-learning…
Descriptors: Student Attitudes, Technology Integration, Technology Uses in Education, High Achievement
Liu, Chia-Yu; Wu, Chao-Jung; Chiou, Guo-Li; Wong, Wing-Kwong – Journal of Baltic Science Education, 2022
Proposing scientific descriptions is critical for individuals to cope with daily problems and acquire essential information. Nonetheless, few classes have enhanced students' ability to describe facts of scientific phenomena. Thus, using a tool of technology-based laboratory, this research examined whether students' scientific descriptions and…
Descriptors: Undergraduate Students, Mathematical Models, Science Instruction, Scientific Principles
Lin, Chieh-Peng; Chiang, Pin-Hsuan – Vocations and Learning, 2023
Drawing upon the social network theory and social cognitive theory, this research proposes a model that assesses team performance from the mediating aspect of knowledge application, which represents a team's learning process whereby an effective retrieval mechanism enables the team to access knowledge. In the model, team performance relates to…
Descriptors: Social Networks, Social Cognition, Models, Learning Processes
Hsu, Chung-Yuan; Liang, Jyh-Chong; Chuang, Tsung-Yen; Chai, Ching Sing; Tsai, Chin-Chung – Educational Studies, 2021
This study aimed to investigate differences in junior and senior (categorised by their years of teaching experience) elementary school teachers' perceptions of the Technological Pedagogical Content Knowledge -- Games (TPACK-G), attitudes towards game, and actual teaching usage. It also aimed to probe how each of the two groups' TPACK-G perceptions…
Descriptors: Elementary School Teachers, Teaching Experience, Game Based Learning, Pedagogical Content Knowledge
Hsin-Yi Chang; Theerapong Binali; Yen-Jung Chang – Research in Science & Technological Education, 2024
Background and Purpose: Metavisualization plays a key role in science and technological learning in which visualization is practiced. We conducted two sequential studies with the purposes to first develop an instrument that allows individuals to report or reflect on their metavisualization, and then validate the instrument and investigate the…
Descriptors: Visualization, College Students, Metacognition, Models
Pin-Hui Li; Hsin-Yu Lee; Chia-Ju Lin; Wei-Sheng Wang; Yueh-Min Huang – Journal of Educational Computing Research, 2025
The core purpose of integrating inquiry-based learning strategies into STEM activities is to create a challenging learning environment that stimulates students' active learning, thereby effectively enhancing their interest in learning, thinking skills, and practical application abilities. To achieve these goals, developing more technology-assisted…
Descriptors: Computer Software, Artificial Intelligence, Synchronous Communication, Active Learning
Chen, Yen-Chieh; Lu, Yu-Ling; Lien, Chi-Jui – Interactive Learning Environments, 2021
Students' engagement in a learning environment has been a crucial factor in evaluating the quality of learning and predicting their academic success. With technologies being more applied in science education for enhancing learning engagement, it is important to study how learning environments with different levels of technological engagement…
Descriptors: Technology Integration, Game Based Learning, Video Technology, Conventional Instruction
Yuan, Chia-Ching; Li, Cheng-Hsuan; Peng, Chin-Cheng – Interactive Learning Environments, 2023
Fighter jets are a critical national asset. Because of the high cost of their manufacture and that of their related equipment, both pilots and maintenance personnel must complete intensive training before coming into contact with a jet. Due to gradual military downsizing, one-on-one training is often impracticable, and the level of familiarization…
Descriptors: Artificial Intelligence, Man Machine Systems, Technology Uses in Education, Educational Technology
Chin, Kai-Yi; Wang, Ching-Sheng; Chen, Yen-Lin – Interactive Learning Environments, 2019
Although Augmented Reality (AR) technology has already been adopted into mobile learning environments, additional effort must be put towards providing strong evidence that AR-based mobile systems are excellent educational tools that make a positive impact in or outside of the classroom. Our study utilized a similar AR-based mobile learning system…
Descriptors: Computer Simulation, Simulated Environment, Telecommunications, Educational Technology
Cheng, Ching-I. – Journal of Computer Assisted Learning, 2023
Background: Taiwan's higher education institutions prioritize interdisciplinary knowledge and cultural competence in cultural design, emphasizing the value of immersion in the local environment to develop cultural competence. However, challenges arise from the disappearance of traditional local lifestyles and limitations of traditional outdoor…
Descriptors: Foreign Countries, Learning Analytics, Handheld Devices, Computer Oriented Programs
Yun-Fang Tu; Gwo-Jen Hwang – Interactive Learning Environments, 2024
The present study employed the draw-a-picture technique and epistemic network analysis (ENA) to reveal university students' viewpoints on ChatGPT-supported learning, as well as the conceptions, roles, and educational objectives of ChatGPT-supported learning among university students with different learning attitudes. The results showed that…
Descriptors: College Students, Student Attitudes, Knowledge Level, Artificial Intelligence
Ting-Ting Wu; Hsin-Yu Lee; Pei-Hua Chen; Chia-Ju Lin; Yueh-Min Huang – Journal of Computer Assisted Learning, 2025
Background: Science, Technology, Engineering, and Mathematics (STEM) education in Asian universities struggles to integrate Knowledge, Skills, and Attitudes (KSA) due to large classes and student reluctance. While ChatGPT offers solutions, its conventional use may hinder independent critical thinking. Objectives: This study introduces PA-GPT,…
Descriptors: Peer Evaluation, Artificial Intelligence, Natural Language Processing, Technology Uses in Education
Wang, Yao-Fen; Tu, Chu-Min; Hsu, Liwei – International Journal of Mobile and Blended Learning, 2020
This study examined the effectiveness of a Green Food and Beverage (GFB) blended learning approach. A quasi-experimental research design was employed to verify the learning outcomes of implementing the GFB blended learning. Junior hospitality students were the research subjects. The experimental group participated in an 18-week GFB blended…
Descriptors: Blended Learning, Program Effectiveness, Hospitality Occupations, College Students
Gwo-Haur Hwang; Beyin Chen; Shih-Pei Chen – Interactive Learning Environments, 2024
This study proposed a game-based flipped teaching approach and applied it to a HTML (HyperText Markup Language) course. We developed two versions of the pre-class content testing, one of which was game-based, using a "looking-through" game, and the other which was traditional, using a multiple-choice test. We conducted a teaching…
Descriptors: Flipped Classroom, Instructional Effectiveness, Teaching Methods, Prior Learning
Chen, Hsiu-Ling; Chang, Chiung-Yun – Educational Technology & Society, 2017
This study explored student teachers' cognitive presence and learning achievements by integrating the SOP[superscript 2] Model in which self-study (S), online group discussion (O) and double-stage presentations (P[superscript 2]) were implemented in the flipped classroom. The research was conducted at a university in Taiwan with 31 student…
Descriptors: Educational Technology, Technology Uses in Education, Group Discussion, Computer Mediated Communication