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Hsin Huang; Hui-Chen Lin – Educational Technology & Society, 2024
Professional Identity Formation (PIF) is considered a crucial process in medical education. It involves how medical students identify their role as physicians, discover their professional positioning, and gradually develop their professional identity through social interactions. This qualitative descriptive study adopted the phenomenological…
Descriptors: Coaching (Performance), Professional Identity, Medical Education, Medical Students
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
Lai, Jung-Yu; Chang, Li-Ting – SAGE Open, 2021
The education community has gradually recognized the value of augmented reality (AR) technology and its positive impacts on student learning performance. Still, few studies have proposed specific solutions and results to confirm this phenomenon for first graders in English vocabulary learning. Hence, this research explores the effects of AR apps…
Descriptors: Grade 1, Elementary School Students, Computer Software, Computer Simulation
Chien, Chin-Wen – Innovation in Language Learning and Teaching, 2019
This study explored 42 English as a foreign language (EFL) undergraduates' self-regulated learning with and without technology in a university in northwest Taiwan. Based on the conceptual framework on Zimmerman's (Zimmerman, B. J. 2000. "Attaining Self-regulation: A Social Cognitive Perspective." In "Handbook of Self-Regulation:…
Descriptors: Undergraduate Students, Metacognition, Learning Strategies, Foreign Countries
Shih, Ya-Chun – International Journal of Computer-Assisted Language Learning and Teaching, 2020
This study incorporated Google Street View into a 3D virtual environment, known as VECAR, in which EFL learners controlled their avatars to learn vocabulary in a context of New York City. New York City's Times Square is full of real-life materials, realia, which can be used to assist situated incidental vocabulary learning and to connect…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
Wang, Wen-Yen; Huang, Yueh-Min – Journal of Educational Computing Research, 2017
English is one of the most important second languages in nonnative English-speaking countries, where learning English usually begins in primary school. To this end, vocabulary learning is regarded as the most fundamental and crucial stage in developing the student's English language capability. While some studies have explored strategies of…
Descriptors: Vocabulary Development, English (Second Language), Elementary School Students, Syllables
Jou, Min; Lin, Yen-Ting; Wu, Din-Wu – Interactive Learning Environments, 2016
With the development of information technology and popularization of web applications, students nowadays have grown used to skimming through information provided through the Internet. This reading habit led them to be incapable of analyzing or integrating information they have received. Hence, knowledge management and critical thinking (CT) have,…
Descriptors: Blended Learning, Critical Thinking, Educational Environment, Teaching Methods
Lan, Yu-Ju – Educational Technology & Society, 2013
Strategies play an important role in learning a second or foreign language (L2). The aim of the current study was to develop and evaluate a co-sharing-based strategy learning system for L2 vocabulary learning known as
"Mywordtools." Mywordtools is designed specifically for lexical learning, enabling learners to use the currently…
Descriptors: Vocabulary Development, Second Language Instruction, Second Language Learning, Learning Strategies
Su,Chung-Ho; Cheng, Ching-Hsue – Turkish Online Journal of Educational Technology - TOJET, 2013
The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…
Descriptors: Educational Games, Computer Software, Computer Uses in Education, Educational Technology
Chang, Yu-Ping – Research in Higher Education Journal, 2011
This study aimed to (1) integrate relevant language learning models and theories, (2) construct a theoretical model of college students' English learning performance, and (3) assess the model fit between empirically observed data and the theoretical model proposed by the researchers of this study. Subjects of this study were 1,129 Taiwanese EFL…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Models
Chen, Hong-Ren – Journal of Educational Computing Research, 2012
Recognition of students' facial expressions can be used to understand their level of attention. In a traditional classroom setting, teachers guide the classes and continuously monitor and engage the students to evaluate their understanding and progress. Given the current popularity of e-learning environments, it has become important to assess the…
Descriptors: Foreign Countries, Interactive Video, Computer Software Evaluation, Distance Education
Hong, Jon-Chao; Hwang, Ming-Yueh; Lu, Chin-Hsieh; Cheng, Ching-Ling; Lee, Yu-Chen; Lin, Chan-Li – Interactive Learning Environments, 2009
Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetical computation, game strategy, and teamwork into one game allows players to interactively "steer" the playfulness and enhance learning. In this paper an evolutionary contest game was designed and implemented to examine the…
Descriptors: Play, Educational Games, Action Research, Focus Groups
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Juang, Yih-Ruey; Liu, Tzu-Chien; Chan, Tak-Wai – Educational Technology & Society, 2008
Pedagogical content knowledge (PCK) is essential to career development for teachers. Teachers can develop their own PCK by research-based activities such as action research and lesson study, with a particular emphasis on the employment of classroom practice, information technology, and collaborative learning. However, in recent studies, most of…
Descriptors: Curriculum Development, Action Research, Information Technology, Pedagogical Content Knowledge