Publication Date
In 2025 | 2 |
Since 2024 | 4 |
Since 2021 (last 5 years) | 18 |
Since 2016 (last 10 years) | 31 |
Since 2006 (last 20 years) | 48 |
Descriptor
Source
Author
Hwang, Gwo-Jen | 3 |
Jou, Min | 2 |
Alawdat, Maha | 1 |
Bhagat, Kaushal Kumar | 1 |
Chan, Sheng-Ju | 1 |
Chang, Bieng-Yi | 1 |
Chang, Chen-Wei | 1 |
Chang, Cheng-Chieh | 1 |
Chang, Chia-Jui | 1 |
Chang, Ching-Yi | 1 |
Chang, Chun-Yen | 1 |
More ▼ |
Publication Type
Journal Articles | 46 |
Reports - Research | 41 |
Tests/Questionnaires | 5 |
Information Analyses | 2 |
Reports - Evaluative | 2 |
Collected Works - Proceedings | 1 |
Dissertations/Theses -… | 1 |
Reports - Descriptive | 1 |
Education Level
Audience
Location
Taiwan | 48 |
United States | 4 |
Spain | 3 |
Turkey | 3 |
Canada | 2 |
Norway | 2 |
United Kingdom | 2 |
Australia | 1 |
Belgium | 1 |
Brazil | 1 |
California (Los Angeles) | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 3 |
Group Embedded Figures Test | 1 |
Study Process Questionnaire | 1 |
What Works Clearinghouse Rating
Does not meet standards | 1 |
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
Chang, Hui-Tzu; Wu, Hsien-Hua; Chang, Yi-Ting – Innovative Higher Education, 2023
The purpose of this study is to understand the learning outcomes of students who participate in interdisciplinary hands-on advanced technology courses and the factors influencing their outcomes as well as to determine whether learning outcomes and cognitive development are affected by students' motivation for selecting the course with regard to…
Descriptors: Interdisciplinary Approach, Technology Education, Experiential Learning, College Students
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
Shih, Chung-ling – International Journal of Technology in Education, 2022
Culture education can use a myriad of media, and this research explores how a robot can be used for culture education. To conduct the research, a questionnaire-based survey was conducted on adult and non-adult users. The findings showed that the two groups of respondents when calculated together had a higher level of satisfaction with educational…
Descriptors: Robotics, Cultural Awareness, Foreign Countries, Asian Culture
J. E. Tait; L. A. Alexander; E. I. Hancock; J. Bisset – European Journal of Engineering Education, 2024
Engineering students enter a challenging sector in higher education and are potentially at risk of poor mental health and or mental wellbeing and less likely to seek help when experiencing poor mental health or wellbeing. We carried out a scoping review using Joanna Briggs Institute scoping review methodology. Ten databases were searched over a…
Descriptors: Engineering Education, College Students, At Risk Students, Mental Health
Hsiao, I-Chun Vera; Hung, Shao-Ting Alan; Huang, Heng-Tsung Danny – Journal of Research on Technology in Education, 2023
The flipped classroom approach has been extensively adopted in STEM disciplines, while little empirical evidence has been found in language teaching and learning, especially in the English for Specific Purposes (ESP) context. This quasi-experimental study aimed to explore how the flipped classroom approach affected non-English majors'…
Descriptors: Flipped Classroom, English for Special Purposes, English (Second Language), College Students
Chien-Huey Sophie Chang; Ching-Yi Chen; Chih-Chen Kuo; Huei-Tse Hou – Educational Technology & Society, 2024
This study aimed to use a game-based learning (GBL) module with multi-scaffolding and mobile technology for high school students with mild intellectual disabilities (MID) to assist them in learning career education knowledge. This study used a quasi-experimental method to investigate the participants' learning effectiveness, motivation, flow…
Descriptors: Game Based Learning, Vocational Education, High School Students, Mild Intellectual Disability
Lin, Fang-Li; Lin, Horng-Horng; Chang, Shing-Lin – IEEE Transactions on Education, 2023
There were few papers for interdisciplinary integration of Scratch programming, English learning, and local cultures as far as the digital animated E-book creation of elementary schools was concerned. This article proposes an interdisciplinary innovative teaching mode, with college students as teachers, Scratch programming and English learning as…
Descriptors: Programming, English (Second Language), Second Language Instruction, Interdisciplinary Approach
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
Chen, Mei-Rong Alice; Hwang, Gwo-Jen – Interactive Learning Environments, 2022
English speaking is a challenging learning objective for EFL (English as Foreign Language) learners owing to the lack of practicing environments. In this study, Interactive Spherical Video-based Virtual Reality (ISVVR) was adopted as the learning mode to provide realistic sociocultural contexts for English speaking. In addition, an experiment was…
Descriptors: English (Second Language), Educational Technology, Computer Simulation, Program Effectiveness
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
Tsai, Liang-Ting; Chang, Cheng-Chieh; Cheng, Hao-Ti – Journal of Baltic Science Education, 2021
In recent years, marine science education has received increasing attention around the world, but the integration of STEM education into the marine curriculum is rarely applied to lower-secondary schools. The purpose of this research was to determine the effect of a teaching module on the topic of marine science, developed using a STEM approach,…
Descriptors: STEM Education, Student Interests, Foreign Countries, Teaching Methods
Shih, Ching-Hsiang; Lai, Man-Chi; Chang, Man-Ling; Chang, Chia-Jui – International Journal of Disability, Development and Education, 2022
Most individuals with intellectual disability (ID) lack the motivation and willingness to do exercise on their own. The purpose of this study was to apply the response-stimulation strategy to encourage three overweight students with ID to engage in walking/running. This was a preliminary study to implement the strategy by using a dance pad…
Descriptors: Intellectual Disability, Students with Disabilities, Obesity, Exercise
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
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