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Chien, Chin-Wen – Education 3-13, 2022
A series of blended learning training sessions including two face-to-face and four online training sessions on professional identity were implemented among 19 elementary school English teachers in a northwest city in Taiwan. Data analysis of both qualitative and quantitative data was based on the conceptual framework on Neumeier [2005. "A…
Descriptors: Foreign Countries, Faculty Development, Blended Learning, Online Courses
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Liu, Ming-Chi; Huang, Yueh-Min; Chien, Yu-Cheng – Journal of Educational Computing Research, 2019
The recording of words in a vocabulary notebook is regarded as a plausible and efficient method for learners, since they can organize and manage the individual words they wish to acquire. The wide appeal of portable computers has resulted in a rapid increase in taking notes via computers across college campuses. Although computers can increase…
Descriptors: Vocabulary Development, Teaching Methods, Notetaking, Computer Uses in Education
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Hao, Kuang-Chung; Lee, Lai-Chung – Interactive Learning Environments, 2021
This study developed four AR games and investigated their influence on learning in a Grade 5 English course by integrating theories of digital game-based learning, the attention relevance confidence-satisfaction (ARCS) model, and different types of digital games. Moreover, the elements between AR game design and the ARCS model were examined. 147…
Descriptors: Computer Simulation, Educational Games, Grade 5, Game Based Learning
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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
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Ye, Xin-Dong; Chang, Yi-Hsin; Lai, Chiu-Lin – Interactive Learning Environments, 2019
Educators have indicated that a good flipped learning design has the potential to enable teachers to use the class time effectively for conducting higher-order thinking activities and enhancing the interactions among peers and teachers. Several previous studies have also pointed out the importance of employing proper learning strategies, such that…
Descriptors: Homework, Video Technology, Educational Technology, Technology Uses in Education
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Bhagat, Kaushal Kumar; Liou, Wei-Kai; Michael Spector, J.; Chang, Chun-Yen – Interactive Learning Environments, 2019
Augmented reality (AR) is growing in popularity in teaching and learning due in part to powerful new technologies. What has yet to be well established is when and with which learners and learning tasks AR is an effective approach. Therefore, the aim of this study was to examine the effectiveness of using AR-based formative assessment for improving…
Descriptors: Formative Evaluation, Information Technology, Feedback (Response), Academic Achievement
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Chen, Gwo-Dong; Fan, Cheng-Yu; Chang, Chih-Kai; Chang, Yun-Hsuan; Chen, Yen-Hua – Educational Technology Research and Development, 2018
In traditional learning, students passively absorb the materials provided by their teachers or textbooks. Thus, their learning autonomy is insufficient, and this affects learning motivation. Students find it difficult to absorb the knowledge taught in a classroom and apply it to real life. We combined situated learning and learning through drama…
Descriptors: Educational Technology, Technology Uses in Education, Visual Aids, English (Second Language)
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Wu, Po-Han; Hwang, Gwo-Jen; Yang, Mei-Ling; Chen, Chih-Hung – Interactive Learning Environments, 2018
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However, some challenges to AR learning environments have been described, such as participants' cognitive…
Descriptors: Simulated Environment, Teaching Methods, Computer Simulation, Elementary School Students
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Chang, Jui-Hung; Chiu, Po-Sheng; Huang, Yueh-Min – International Review of Research in Open and Distributed Learning, 2018
With the advances in mobile network technology, the use of portable devices and mobile networks for learning is not limited by time and space. Such use, in combination with appropriate learning strategies, can achieve a better effect. Despite the effectiveness of mobile learning, students' learning direction, progress, and achievement may differ.…
Descriptors: Archives, Telecommunications, Handheld Devices, Educational Technology
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Chyr, Wen-Li; Shen, Pei-Di; Chiang, Yi-Chun; Lin, Jau-Bi; Tsai, Chia-Wen – Educational Technology & Society, 2017
This study explored the effects of online academic help-seeking (OAHS) and flipped learning (FL) on students' development of involvement, self-efficacy, and self-directed learning. A quasi-experiment was conducted to investigate whether students' involvement, self-efficacy, and self-directed learning increases over time with intervention by OAHS,…
Descriptors: Help Seeking, Homework, Video Technology, Technology Uses in Education
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Hsiao, H-S.; Chang, C-S.; Lin, C-Y.; Hu, P-M. – Journal of Computer Assisted Learning, 2014
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to participate. Both classes consisted of students with mixed abilities studying a foundation unit entitled…
Descriptors: Foreign Countries, Creativity, Elementary School Students, Science Instruction
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Hwang, Wu-Yuin; Shih, Timothy K.; Ma, Zhao-Heng; Shadiev, Rustam; Chen, Shu-Yu – Computer Assisted Language Learning, 2016
Game-based learning activities that facilitate students' listening and speaking skills were designed in this study. To participate in learning activities, students in the control group used traditional methods, while students in the experimental group used a mobile system. In our study, we looked into the feasibility of mobile game-based learning…
Descriptors: Telecommunications, Technology Uses in Education, Educational Games, Experimental Groups
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Tung, Ming-Chih; Huang, Jiung-yao; Keh, Huan-Chao; Wai, Shu-shen – Computers & Education, 2009
High-ranking officers require advanced military education in war tactics for future combat. However, line officers rarely have time to take such courses on campus. The conventional solution to this problem used to take the inefficient correspondence courses. Whereas Internet technologies progress, online course is the current trend for military…
Descriptors: Military Training, Program Effectiveness, Conventional Instruction, Educational Technology