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Vandenbosch, Jessica; Van den Broucke, Stephan; Schinckus, Louise; Schwarz, Peter; Doyle, Gerardine; Pelikan, Jürgen; Muller, Ingrid; Levin-Zamir, Diane; Schillinger, Dean; Chang, Peter; Terkildsen-Maindal, Helle – Health Education Journal, 2018
Background: Diabetes self-management education (DSME) is generally considered to be a key determinant of the treatment outcomes and related costs of diabetes mellitus. While DSME programmes generally have positive outcomes, their effects may depend on certain factors, such as the type of programmes provided and patients' level of health literacy…
Descriptors: Health Education, Diabetes, Self Management, Questionnaires
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Chen, Ruey-Shin; Liu, I-Fan – Journal of Educational Computing Research, 2017
Currently, e-learning systems are being widely used in all stages of education. However, it is difficult for school administrators to accurately assess the actual usage performance of a new system, especially when an organization wishes to update the system for users from different backgrounds using new devices such as smartphones. To allow school…
Descriptors: Educational Technology, Technology Uses in Education, College Students, Student Attitudes
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Yang, Wenhsien; Gosling, Mark – International Journal of Bilingual Education and Bilingualism, 2014
In order to meet the challenges of the international competitive environment, Taiwan's Ministry of Education (MOE) is promoting institutes of higher education to establish degree-based Content and Language Integrated Learning (CLIL) programmes with the goals of enhancing students' English proficiency and attracting more international students. In…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Language Proficiency
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Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…
Descriptors: Program Effectiveness, Competition, Student Attitudes, Junior High School Students