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Hsing-Ying Tu; Silvia Wen-Yu Lee – Journal of Educational Computing Research, 2025
Learning in a virtual environment has been found to foster students' affective responses, indicating the importance of exploring the factors which affect students' learning when engaged in a virtual game. This study aimed to explore the relationships among students' epistemic curiosity, situational interest, and learning engagement in an…
Descriptors: Personality Traits, Student Interests, Learner Engagement, Computer Simulation
Ken-Zen Chen; Yuan-Hung Lee – Interactive Learning Environments, 2024
The purpose of this study was to explore native-language teachers' efforts in technology-rich classrooms. The advancement of classroom technology and educational policies in Taiwan prompted native-language teachers to leverage technology that improved learning and instruction in native languages. Fifteen senior teachers participated in in-depth…
Descriptors: Native Speakers, Language Teachers, Teacher Effectiveness, Technology Uses in Education
Hsin Huang; Hui-Chen Lin – Educational Technology & Society, 2024
Professional Identity Formation (PIF) is considered a crucial process in medical education. It involves how medical students identify their role as physicians, discover their professional positioning, and gradually develop their professional identity through social interactions. This qualitative descriptive study adopted the phenomenological…
Descriptors: Coaching (Performance), Professional Identity, Medical Education, Medical Students
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Chang, Chih-Tsan; Tsai, Cheng-Yu; Tsai, Hung-Hsu; Li, Yuen-Ju; Yu, Pao-Ta – International Journal of Distance Education Technologies, 2020
This paper proposes an online multi-user real-time co-reading (OMURCOR) system to promote the performance of co-reading with collaborative learning. The OMURCOR system utilizes WebSocket to perform synchronization controls on co-reading to allow teachers and students to watch streaming videos together with less delay. Moreover, teachers utilize…
Descriptors: Cooperative Learning, Reading Strategies, Video Technology, Educational Technology
Baki, Rahmi; Birgoren, Burak; Aktepe, Adnan – Turkish Online Journal of Distance Education, 2018
The full potential of e-learning, a trend that is of growing importance lately, will not be reaped unless the users fully utilize the system, triggering extensive research to be conducted in order to provide valuable insight on a myriad of variables influencing user acceptance in e-learning systems. The main purpose of the study is to determine…
Descriptors: Educational Technology, Technology Uses in Education, Value Judgment, Difficulty Level
Chiu, Po-Sheng; Chen, Hsin-Chin; Huang, Yueh-Min; Liu, Chia-Ju; Liu, Ming-Chi; Shen, Ming-Hsun – Innovations in Education and Teaching International, 2018
Digital video has become a popular instructional media, which makes students more enthusiastic about the subjects they are learning. However, students may not be able to receive these benefits if the videos present the information they contain too quickly. To overcome this problem, this study proposed a video annotation learning system, by which…
Descriptors: Video Technology, Documentation, Technology Uses in Education, Eye Movements
Yang, Chi; Jen, Chun-Hui; Chang, Chun-Yen; Yeh, Ting-Kuang – Educational Technology & Society, 2018
This study aimed to examine the relative effectiveness of using an animation versus static pictures in terms of supporting the learning of genetics. To provide a methodologically sound comparison, the two sessions were constructed to be equivalent and were designed based on principles provided by the cognitive theory of multimedia learning and the…
Descriptors: Genetics, Teaching Methods, Science Instruction, Scientific Concepts
Wu, Po-Han; Hwang, Gwo-Jen; Yang, Mei-Ling; Chen, Chih-Hung – Interactive Learning Environments, 2018
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However, some challenges to AR learning environments have been described, such as participants' cognitive…
Descriptors: Simulated Environment, Teaching Methods, Computer Simulation, Elementary School Students
Cognitive Factors in Predicting Continued Use of Information Systems with Technology Adoption Models
Huang, Chi-Cheng – Information Research: An International Electronic Journal, 2017
Introduction: The ultimate viability of an information system is dependent on individuals' continued use of the information system. In this study, we use the technology acceptance model and the theory of interpersonal behaviour to predict continued use of information systems. Method: We established a Web questionnaire on the mySurvey Website and…
Descriptors: Information Systems, Technology Integration, Interpersonal Relationship, Prediction
Yang, Hsi-Hsun; Su, Chung-Ho – International Review of Research in Open and Distributed Learning, 2017
Few practice-oriented courses are currently integrated into online learning platforms, such as OpenCourseWare, Khan Academy, and Massive Open Online Courses (MOOCs). It is worthwhile to explore how learners respond to information technology and new teaching methods when practice-oriented course are placed online. Therefore, this study probes…
Descriptors: Online Courses, Large Group Instruction, Educational Technology, Technology Uses in Education
Hsu, Liwei – Asia-Pacific Education Researcher, 2015
This study explores the applicability of various Web 2.0 technologies in hospitality education in Taiwan. The affordances of Web 2.0 technologies have dramatically changed the landscape of higher education, and hospitality education is no exception. The research presented here involved the distribution of a large-scale survey to all hospitality…
Descriptors: Foreign Countries, Educational Technology, Technology Uses in Education, Web 2.0 Technologies
Gao, Yuan; Liu, Tzu-Chien; Paas, Fred – Journal of Educational Psychology, 2016
This study compared the effects of effortless selection of target plants using quick respond (QR) code technology to effortful manual search and selection of target plants on learning about plants in a mobile device supported learning environment. In addition, it was investigated whether the effectiveness of the 2 selection methods was…
Descriptors: Plants (Botany), Technology Uses in Education, Educational Technology, Short Term Memory
The Benefits of a Challenge: Student Motivation and Flow Experience in Tablet-PC-Game-Based Learning
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – Interactive Learning Environments, 2015
Advances in technology have led to continuous innovation in teaching and learning methods. For instance, the use of tablet PCs (TPCs) in classroom instruction has been shown to be effective in attracting and motivating students' interest and increasing their desire to participate in learning activities. In this paper, we used a TPCs game--an iPad…
Descriptors: Educational Technology, Technology Uses in Education, Teaching Methods, Educational Games
Hung, Cheng-Yu; Kuo, Fang-O.; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – IEEE Transactions on Learning Technologies, 2014
This study, based on Taiwanese geographical concepts, develops a multi-touch interactive jigsaw puzzle (MIJP) to assist primary school students in solving geographical puzzles. The MIJP, which has multi-touch operating characteristics and provides two kinds of scaffolding tools, each with a different level of difficulty, can assist students in…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Educational Technology
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