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Chia-Kuei Lee; Li-Ling Liao – Journal of School Nursing, 2024
Most people start experimenting with and/or initiating health-compromising behaviors and establishing behavioral patterns during adolescence. Possible selves and episodic future thinking have been used to foster behavioral changes. In this study, we aimed to: (1) develop a program incorporating possible selves and episodic future thinking to…
Descriptors: Feasibility Studies, Intervention, Prevention, Health Behavior
Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
Wang, Ting-Ying; Lin, Fou-Lai; Yang, Kai-Lin – ZDM: Mathematics Education, 2021
Students' negative affective performance in mathematics learning is a global problem, and the situation is especially challenging in high-achieving East Asian countries. Taiwan's Just Do Math (JDM) program was launched to resolve this problem and to serve as an example of successful scaling up with regard to implementation of innovation. We…
Descriptors: National Programs, Program Implementation, Program Effectiveness, Problem Solving
Chieh-Ju Tsao; Chun-Sheng Chang; Chih-Hung Chen – Journal of Educational Computing Research, 2025
Prior research has emphasized that two-tier tests are an effective approach to guiding students through game tasks; furthermore, self-efficacy, which is potentially related to students' surroundings and academic performance, has a positive impact on students' cognitive outcomes in games. This implies the significance of conducting a study to probe…
Descriptors: Game Based Learning, Elementary School Students, Grade 6, Foreign Countries
Wu, Sheng-Yi; Wang, Shu-Ming – Interactive Learning Environments, 2023
Efficient collaborative learning relies on productive interaction among learners. Previous studies have suggested that group gender composition might affect the group dynamics. While previous studies have generally focused on the learning performance of different gender groups, relatively little effort has been devoted to scrutinising the learning…
Descriptors: Cooperative Learning, Social Media, Grouping (Instructional Purposes), Cognitive Processes
Eichmann, Beate; Goldhammer, Frank; Greiff, Samuel; Brandhuber, Liene; Naumann, Johannes – Journal of Educational Psychology, 2020
In large-scale assessments, performance differences across different groups are regularly found. These group differences (e.g., gender differences) are often relevant for educational policy decisions and measures. However, the formation of these group differences usually remains unclear. We propose an approach for investigating this formation by…
Descriptors: Problem Solving, Data Use, Differences, Achievement Tests
Chou, Yu-Chi – Education and Training in Autism and Developmental Disabilities, 2023
The ESCAPE curriculum model was developed to enhance emotional awareness and behavioral support for students with autism spectrum disorder (ASD) to help with stressful events and escape from emotional distress. The instructional phases represent an emotion regulatory process: starting with emotional and behavioral awareness, followed by…
Descriptors: Emotional Response, Autism Spectrum Disorders, Students with Disabilities, Stress Management
Hong, Jon-Chao; Tsai, Chi-Ruei; Tai, Kai-Hsin – Research in Science & Technological Education, 2023
Background: The linkage between group members' characteristics, group cohesiveness, knowledge application, and competitive performance has rarely been studied. Purpose: This study aimed to explore the correlations among individual characteristics (i.e. prosociality), collective mind (i.e. collective efficacy and cohesiveness), and how these…
Descriptors: Scientific Literacy, Knowledge Level, STEM Education, Art Education
Su, Jun-Ming; Yang, Yi-Ching; Weng, Tzu-Nin; Li, Meng-Jhen; Wang, Chi-Jane – Comunicar: Media Education Research Journal, 2021
The number of new COVID-19 cases continues to rise rapidly in many countries despite vaccination. The best way to counter the spread of COVID-19 is self-protection. This study documents the development of a web-based serious game (WSG-COVID-19.SP) to promote effective learning strategies for self-protection against COVID-19 and to test the game's…
Descriptors: COVID-19, Pandemics, Educational Games, Health Behavior
Hsieh, Feng-Jui; Wang, Ting-Ying; Chen, Qian – EURASIA Journal of Mathematics, Science and Technology Education, 2020
This study determined perspectives of students and their teachers regarding ideal mathematics teaching using questionnaires. The sample included 2437 Taiwanese and 1141 Chinese senior high school students and their mathematics teachers. Exploratory, confirmatory, and multigroup confirmatory factor analysis were conducted to determine the factors…
Descriptors: Mathematics Teachers, High School Students, Student Attitudes, Teacher Attitudes
Hwang, Wu-Yuin; Utami, Ika Qutsiati; Purba, Siska Wati Dewi; Chen, Holly S. L. – IEEE Transactions on Learning Technologies, 2020
This paper aimed to investigate the effect of a mobile app on mathematics learning in authentic contexts. Authentic contexts contain rich resources wherein students can use authentic objects as aid in advanced educational technology-assisted mathematics learning. We designed Ubiquitous-Fraction (U-Fraction), a mobile application that helps…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Web Based Instruction
Hsiao, Hsien-Sheng; Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Educational Computing Research, 2020
Past studies have suggested that young people lack knowledge regarding food safety, and that food safety education is appropriate for integration into science education since it often involves science knowledge. Thus, this study combined the methods of inquiry-based and game-based learning to develop a computer detective game, called the Poison…
Descriptors: Computer Games, Educational Games, Safety Education, Food
Cheng, Shu-Chen; Hwang, Gwo-Jen; Lai, Chiu-Lin – Interactive Learning Environments, 2020
The present study aims to incorporate a group leadership promotion approach into collaborative learning tasks in the hope of developing students' creativity, problem-solving, and critical thinking. In order to evaluate the effectiveness of the proposed approach, we recruited 59 cross-professional students from a university in northern Taiwan, and…
Descriptors: Group Dynamics, Leadership, Cooperative Learning, Thinking Skills
Chou, Yu-Chi; Park, Hye Ran – Education and Training in Autism and Developmental Disabilities, 2021
Beyond effectiveness of the instructional model of Navigation of Social Engagement (NOSE model; Chou, 2020) to enhance problem solving skills of students with autism spectrum disorders (ASD), this article addresses moderating factors to provide a more in-depth secondary analysis of data within this intervention. While previous findings have…
Descriptors: Autism, Pervasive Developmental Disorders, Problem Solving, Skill Development
Cheng, Ya-Wen; Wang, Yuping; Cheng, I-Ling; Chen, Nian-Shing – Interactive Learning Environments, 2019
Collaborative learning has long been proved to be a crucial agent for enhancing students' social skills, problem-solving abilities and individual learning performance. Understanding how students move from one phase to another in their collaboration process can inform educators of how best to facilitate such learning. However, this is still an area…
Descriptors: Interaction, Computer Simulation, Mathematics Activities, Computer Games

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