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Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
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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
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Cheng-Yueh Jao; Hui-Chin Yeh; Wan-Rou Huang; Nian-Shing Chen – Computer Assisted Language Learning, 2024
While previous studies have focused on the outcomes of using dubbing apps to foster learner's development of English-speaking ability, this study, grounded in cognitive apprenticeship (CA), is an investigation of the learning processes, which included modeling, coaching, scaffolding, articulation, reflection, and exploration, involved in the use…
Descriptors: Video Technology, Audiovisual Aids, Audio Equipment, Translation
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Hsiao, Hsien-Sheng; Lin, Yi-Wei; Lin, Kuen-Yi; Lin, Chien-Yu; Chen, Jheng-Han; Chen, Jyun-Chen – Interactive Learning Environments, 2022
This study used robot-based practices to develop an activity that incorporated the 6E model. The sixth-grade students learned interdisciplinary knowledge about how to use Arduino electronic components, microcontrollers, and hands-on tools to make a "Crab Robot." In addition, the students learned how to use Scratch programming language to…
Descriptors: Robotics, Grade 6, Interdisciplinary Approach, Programming
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Leechin Heng; Hui-Chin Yeh – Educational Research, 2024
Background: In a time of rapid technological change, there is a need to provide students with relevant learning opportunities to support the development of their transferable skills. Purpose: Set in a higher education context in Taiwan, this study sought to investigate how students perceived their engagement with a task-based, multimedia project…
Descriptors: Foreign Countries, Skill Development, Transfer of Training, Active Learning
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Kentei Takayaa – Journal of International and Comparative Education, 2024
This study investigates Taiwanese English as a Foreign Language (EFL) learners' use of strategies in developing job interview skills in English. The participants were 40 EFL learners majoring in English at a private university in Taiwan. The study was part of a four-week job interview training program, during which they prepared for a mock…
Descriptors: English (Second Language), Second Language Instruction, Second Language Learning, Foreign Countries
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Khanh Nguyen Phuong Tran; Cathy Weng; Phuong Lan Tran-Nguyen; Nguyen-Phuong-Dung Tran; Nicholas O. Awuor – Journal of College Student Development, 2024
Community-oriented education has witnessed an increasing interest in online service-learning opportunities. Digital Learning Companion is an online service-learning project supported by Taiwan's Ministry of Education to give students experiential learning opportunities and practice social responsibility. As part of the initiative, 189 local and…
Descriptors: Foreign Countries, Community Education, Electronic Learning, Service Learning
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Weijia Wan – Interactive Learning Environments, 2024
The paper investigates the level of development of a creative mindset in the training of music education professionals. The research is based on the experimental method which examines the level of creativity of students before and upon completion of the developed training program focusing on development of the creative thinking using cutting-edge…
Descriptors: Creative Thinking, Skill Development, Music Education, College Freshmen
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Chen, Ken-Zen – Change: The Magazine of Higher Learning, 2020
College learning in Asian countries has been highly structured and mandated. For example, students are asked to complete a series of required courses, attend weekly face-to-face lectures, and take summative midterms and finals. However, traditional practices are unlikely to prepare self-directed learners to meet future challenges. Partly supported…
Descriptors: Coaching (Performance), College Students, Independent Study, Electronic Learning
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Ronilo Palle Antonio; Maricar Sison Prudente – International Journal of Education in Mathematics, Science and Technology, 2024
Demonstrating higher-order thinking skills is crucial for thriving in a volatile, uncertain, complex, and ambiguous (VUCA) environment. In science education, inquiry-based learning has increasingly been recognized as a potent approach to stimulate students' higher-order thinking skills. While prior research has shown evidence of its positive…
Descriptors: Active Learning, Inquiry, Thinking Skills, Science Education
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Megala Rajendran; Moniza Ray; Ajit Ilangovan; Vinoth Kumar Chokkalingam; Anand Binod Singh – Language Teaching Research Quarterly, 2024
Digital games are increasingly used in education to boost engagement and reduce stress. Digital game-based learning (DGBL) has improved the learning experience. However, further investigation is needed to determine the specific impact of commercially available, off-the-shelf (COTS) video games on English language skills. This study provides a…
Descriptors: Video Games, Second Language Learning, English (Second Language), Language Skills
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Chou, Mu-Hsuan – Language Education & Assessment, 2021
Speaking a foreign language is a complicated process that involves linguistic competence, skills, and strategy use. Communicating through English in English for Academic Purposes courses is a basic requirement for EFL learners, but it can be a challenge. To improve the quality of speech, strengthen components of speaking competence, and raise…
Descriptors: Learning Strategies, Second Language Learning, Second Language Instruction, Comparative Analysis
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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
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Chuang, Tsung-Yen; Yeh, Martin K.-C.; Lin, Yu-Lun – Educational Technology & Society, 2021
Students with different cognitive styles benefit from different instructional strategies, including learning through playing video games. Although playing video games can be an effective learning method, we do not know its impact on the reasoning ability of students with different cognitive styles. The purposes of this study are to investigate…
Descriptors: Game Based Learning, Video Games, Computer Games, Puzzles
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Chiu, Po-Sheng; Pu, Ying-Hung; Kao, Chih-Chien; Wu, Ting-Ting; Huang, Yueh-Min – Innovations in Education and Teaching International, 2018
If mobile learning is to be effectively developed and feasibly applied to education, it is necessary to evaluate its effectiveness. This study adopted Herrington's nine elements of authentic learning paradigm to develop an authentic learning-based evaluation method and design approach for m-learning activities. There were 84 participants in this…
Descriptors: Higher Education, Electronic Learning, Evaluation Methods, Instructional Effectiveness
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