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Yang, Kai-Hsiang; Chen, Hsiao-Hua – Interactive Learning Environments, 2023
Many studies have confirmed that digital game-based learning can effectively improve students' learning motivation and that properly integrating learning strategies into digital games can effectively improve students' learning achievement. However, rare research has been considered the long-term effect of learning retention. In the current study,…
Descriptors: Active Learning, Learning Strategies, Electronic Learning, Game Based Learning
Chen, Pei-Ying; Hwang, Gwo-Jen – British Journal of Educational Technology, 2019
Flipped classrooms have been recognized as a potential approach that enables students to have flexible time to learn before the class as well as more opportunities to apply knowledge and to interact with peers and the teacher in the class. On the other hand, researchers have pointed out the challenge of engaging students in self-regulated learning…
Descriptors: Blended Learning, Academic Achievement, Metacognition, Foreign Countries
Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
Hu, Hsin-Wen; Chiou, Guey-Fa – Turkish Online Journal of Educational Technology - TOJET, 2012
This study explored the types, frequencies and quality of student questioning based on three kinds of question-stems (detailed-stem, simple-stem, and no-stem). A questioning-supported thinking and learning system (QSTLS) was developed to scaffold stem-based student questioning. One hundred fifth-grade students participated in this study. Students…
Descriptors: Foreign Countries, Active Learning, Learning Strategies, Questioning Techniques
Tseng, Chung-Hsien; Tuan, Hsiao-Lin; Chin, Chi-Chin – International Journal of Science Education, 2010
This study examines the relationship between the learning motivation and conceptual change of 127 eighth graders, after they have learned the acid, base, and salt concept in a digital learning context, designed according to the dual-situated learning model (DSLM). Two instruments--the students' motivation towards science learning (SMTSL)…
Descriptors: Self Efficacy, Learning Strategies, Diagnostic Tests, Student Motivation
Wang, Mei-jung – Australasian Journal of Educational Technology, 2010
The increasing use of innovative blended learning strategies which incorporate online discussion into the classroom requires the examination of asynchronous, computer mediated communication (ACMC) to fully understand the learners' total engagement and the contribution of such ICT tools to student learning. This study analysed students' online…
Descriptors: Foreign Countries, Learning Strategies, Interpersonal Relationship, Interaction
Tuan, Hsiao-Lin; Chin, Chi-Chin; Shieh, Shyang-Horng – International Journal of Science Education, 2005
The purpose of this study was to develop a questionnaire that measures students' motivation toward science learning (SMTSL). Six scales were developed: self-efficacy, active learning strategies, science learning value, performance goal, achievement goal, and learning environment stimulation. In total, 1407 junior high school students from central…
Descriptors: Foreign Countries, Junior High School Students, Questionnaires, Self Efficacy
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Discussion Groups, Content Analysis, Games