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Shu-Fang Hsieh; Gwo-Jen Hwang – Journal of Computer Assisted Learning, 2025
Background: While both Content and Language Integrated Learning (CLIL) and Digital Game-Based Learning (DGBL) are widely recognised as effective methods to enhance bilingual education, their combination often leads to cognitive overload and fragmented learning experiences. In Taiwan's bilingual education context, where integrating English into…
Descriptors: Concept Mapping, Content and Language Integrated Learning, Computer Games, Educational Games
Yi-Fan Wang; Mei-Hua Hsu; Max Yue-Feng Wang – Health Education Journal, 2025
Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims…
Descriptors: Vocabulary Development, Medical Education, Game Based Learning, Nursing Students
Li-Chun Chang; Hui-Ling Lin; Tsung-Yi Lin; Li-Ling Liao – SAGE Open, 2024
Cultural competence is a continuously developing process that requires transition-to-practice program training to enable new graduate nurses (NGNs) to transfer their knowledge and skills to clinical practice in a culturally sensitive manner. The development and implementation of residency programs, including a cultural competence curriculum, could…
Descriptors: Blended Learning, Learning Modules, Cultural Awareness, Graduate Students
Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Wei-Ting Hsu; Min Pan; Bo-Long Wu – Quest, 2025
This study investigates the effectiveness of the student-designed games (SDG) model in enhancing effort, cooperation, and enjoyment among 173 preservice teachers in a university-level sports officiating course within a Physical Education Teacher Education (PETE) program. Using a quasiexperimental design, participants were divided into an…
Descriptors: Physical Education Teachers, Teacher Education Programs, Educational Games, Design
Chen, Hsiu-Ling; Wu, Cheng-Ting – Interactive Learning Environments, 2023
The present research examined the effect of digital role-playing game-based learning on high school students' critical thinking ability. Playing a digital game designed with RPG Maker and whose story lines featured critical thinking questions, a total of 32 high school student participants were given a learning context to practice critical…
Descriptors: High School Students, Computer Games, Video Games, Role Playing
Ming-Wen Chang; Chien-Chih Chen; Joseph Meng-Chun Chin – British Educational Research Journal, 2025
This case study explores the transformation process and educational outcomes of a small rural public elementary school in Taiwan as it transitioned from a traditional school into a Montessori experimental school. Faced with challenges such as low student motivation and limited resources, the school adopted a bottom-up trial strategy to introduce…
Descriptors: Foreign Countries, Montessori Method, Rural Schools, Elementary School Teachers
Chen, Jyun-Chen – Interactive Learning Environments, 2022
"Learning by doing" involves completing a practice activity through the method of inquiry. This study combined the predict-observe-explain (POE) inquiry method and hands-on doing processes to develop a cycle-mode POED (predict-observe-explain-do) model with an e-learning system to help students complete a practice activity using…
Descriptors: Inquiry, Prediction, Observation, Hands on Science
Pei-Ling Yang – TESL-EJ, 2025
This study explores how learner-generated podcasts can support English as a Foreign Language (EFL) learning among college students in Taiwan. Using a mixed-methods approach, data were collected from 31 participants through surveys on podcasting attitudes, learning logs, and reflective essays. The findings reveal that EFL learners generally…
Descriptors: Foreign Countries, Audio Equipment, Handheld Devices, Information Dissemination
Tzu-Hua Wang; Yu Sun; Nai-Wen Huang – Computer Assisted Language Learning, 2023
This research applied a web-based dynamic assessment system, GPAM-WATA system, to help low English achievers to perform self-directed learning of junior high school English grammar. A quasi-experimental design was adopted. A total of 124 seventh graders from four classes participated in this research. Participants were randomly divided into the…
Descriptors: Foreign Countries, Junior High School Students, English (Second Language), Second Language Learning
Wang, Chia-Chi – Cogent Education, 2021
Problem-based learning (PBL) is a student-centred instructional approach in which complex real-world problems are used as the vehicle to promote students' learning of concepts and principles. This paper presents a case study that explored the learning experiences of 18 pre-service teachers and how the instructor was affected when implementing PBL…
Descriptors: Problem Based Learning, Student Centered Learning, Preservice Teachers, Knowledge Level
Østerlie, Ove; Sargent, Julia; Killian, Chad; Garcia-Jaen, Miguel; García-Martínez, Salvador; Ferriz-Valero, Alberto – European Physical Education Review, 2023
The integration of digital technology into educational settings is expanding rapidly. One emerging didactical approach is flipped learning (FL), which leverages digital, internet-based technologies to deliver key instructions prior to classes. It then uses active learning opportunities during face-to-face meetings that encourage students to apply…
Descriptors: Flipped Classroom, Physical Education, Technology Integration, Educational Technology
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
Wu, Chien-Chih; Chao, Hsiao-Wen; Tsai, Chia-Wen – International Journal of Mobile and Blended Learning, 2021
The purpose of this study is to enhance the effect of dance skill learning, learning motivation, and physical activity class satisfaction. Moreover, the outcome of these quasi-experiments illustrate the effects of Facebook Live-stream teaching, co-regulated learning (CRL), and experience-based learning (ExBL) on improving students' learning…
Descriptors: Dance Education, Learning Motivation, Physical Activities, Social Media
Lin, Jing-Wen; Chen, Yi-Min – International Journal of Science and Mathematics Education, 2023
The intersection of modeling and STEM practices offers a promising avenue for creating an integrated STEM curriculum. However, research on designing modeling-based STEM (m-STEM) curricula is limited, particularly concerning how the curriculum affects the learning of students with different spatial abilities. This study developed a four-round…
Descriptors: Models, STEM Education, Civil Engineering, Spatial Ability

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