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Yang, Hui-Ling; Wu, Wei-Pang – International Journal of Information and Communication Technology Education, 2017
This study investigated the online flow frequency among college students in regard to different internet activities, and analyzed the effect of flow frequency on internet addiction. This study surveyed 525 undergraduate internet users in Taiwan by using convenience sampling to question participants. In this paper, analysis of variance (ANOVA) was…
Descriptors: Internet, Addictive Behavior, Undergraduate Students, Computer Use
Chen, Zhi-Hong; Chou, Chih-Yueh; Tseng, Shu-Fen; Su, Ying-Chu – Educational Technology & Society, 2018
Although feedback from interface agents has recently attracted increasing research attention, most studies emphasize the cognitive influences. Thus, the effect of each feedback type on student perception remains unclear. This study focuses on three types of feedback from interface agents to clarify student perception of single feedback and…
Descriptors: Feedback (Response), Student Attitudes, Two Year College Students, Psychological Patterns
Yeh, Ju-Hsuan; Lo, Tsai-Yun; Wu, Hsiao-Ling – Journal of Curriculum and Teaching, 2017
This research aims to analyze the Curriculum planning and benefit between departments of beautification in college and the professional courses by using ISM. To understand the link between different professional courses of beautification in college and find out the connections, Department of Cosmetic Science will be taken as an example. The result…
Descriptors: Cosmetology, Curriculum Development, Foreign Countries, Models
Wang, Sheng-Yuan; Chang, Shao-Chen; Hwang, Gwo-Jen; Chen, Pei-Ying – Interactive Learning Environments, 2018
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning…
Descriptors: Mathematics Instruction, Role Playing, Teaching Methods, Educational Games
Chou, Jyh Rong – EURASIA Journal of Mathematics, Science & Technology Education, 2016
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Descriptors: Computer Peripherals, Computer Uses in Education, Handheld Devices, Educational Technology
Wang, Jenny – Turkish Online Journal of Distance Education, 2017
The proposed interactive online group within the cloud computing technologies as a main contribution of this paper provides easy and simple access to the cloud-based Software as a Service (SaaS) system and delivers effective educational tools for students and teacher on after-class group writing assignment activities. Therefore, this study…
Descriptors: Electronic Learning, Internet, Computer Software, Information Storage
Wang, Chia-Sui; Huang, Yong-Ming – Innovations in Education and Teaching International, 2016
Face-to-face computer-supported collaborative learning (CSCL) was used extensively to facilitate learning in classrooms. Cloud services not only allow a single user to edit a document, but they also enable multiple users to simultaneously edit a shared document. However, few researchers have compared student acceptance of such services in…
Descriptors: Cooperative Learning, Computer Uses in Education, Preferences, Social Influences
Cheng, Yuan-Chuan; Chen, Yin-Che; Chiang, Woei-Min; Yang, Chuan-Lien – International Education Studies, 2015
The evolution of the Internet, trends in mobile device usage, and changes in the perceptions of city leaders and residents have gradually transformed cities into smart cities. Through a literature review, survey analysis, and focus group interview, this study explored the educational vision and consensus in developing Smart Hsinchu, and analyzed…
Descriptors: Foreign Countries, Information Technology, Influence of Technology, Municipalities
Chang, Hsin-Yi; Hsu, Ying-Shao; Wu, Hsin-Kai – Interactive Learning Environments, 2016
We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45…
Descriptors: Comparative Analysis, Computer Simulation, Computer Uses in Education, Science and Society
Su, Addison Y. S.; Huang, Chester S. J.; Yang, Stephen J. H.; Ding, T. J.; Hsieh, Y. Z. – Educational Technology & Society, 2015
In Taiwan elementary schools, Scratch programming has been taught for more than four years. Previous studies have shown that personal annotations is a useful learning method that improve learning performance. An annotation-based Scratch programming (ASP) system provides for the creation, share, and review of annotations and homework solutions in…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Programming
Shieh, Chich-Jen; Liao, Ying; Hu, Ridong – EURASIA Journal of Mathematics, Science & Technology Education, 2013
This study aims to discuss the effects of Web-based Instruction and Learning Behavior on Learning Effectiveness. Web-based Instruction contains the dimensions of Active Learning, Simulation-based Learning, Interactive Learning, and Accumulative Learning; and, Learning Behavior covers Learning Approach, Learning Habit, and Learning Attitude. The…
Descriptors: Web Based Instruction, Instructional Effectiveness, Computer Uses in Education, Educational Technology
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin – Computers & Education, 2013
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…
Descriptors: Computer Games, Archaeology, High School Students, Intention
Wen, Jia-Rong; Cheng, Kuo-Ming; Chen, Chia-Pin; Hsieh, Yi-Hsun – Turkish Online Journal of Educational Technology - TOJET, 2014
English teaching in elementary and junior high schools in Taiwan has been criticized for years as being restricted in classroom learning and not being expanded out of the classrooms and combined with real situations so that students are not really prepared to successfully use English outside of school therefore, the computer supported …
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Junior High School Students
Tseng, Min-chen – Journal of Interactive Learning Research, 2014
This study investigated the online reading performances and the level of visual fatigue from the perspectives of non-native speaking students (NNSs). Reading on a computer screen is more visually more demanding than reading printed text. Online reading requires frequent saccadic eye movements and imposes continuous focusing and alignment demand.…
Descriptors: Reading Skills, Computers, Second Language Learning, Foreign Countries
Wu, Pin-hsiang Natalie; Kawamura, Michelle – JALT CALL Journal, 2014
With a growing demand for learning English and a trend of utilizing computers in education, methods that can achieve the effectiveness of computer-mediated communication (CMC) to support language learning in higher education have been examined. However, second language factors manipulate both the process and production of CMC and, therefore,…
Descriptors: English (Second Language), Second Language Instruction, Correlation, Computer Mediated Communication