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Neri, Luis; Noguez, Julieta; Robledo-Rella, Victor; Escobar-Castillejos, David; Gonzalez-Nucamendi, Andres – Educational Technology & Society, 2018
In this work, the design and implementation of several physics scenarios using haptic devices are presented and discussed. Four visuo-haptic applications were developed for an undergraduate engineering physics course. Experiments with experimental and control groups were designed and implemented. Activities and exercises related to classical…
Descriptors: Foreign Countries, Physics, Science Instruction, Mechanics (Physics)
Zheng, Lanqin; Li, Xin; Huang, Ronghuai – Educational Technology & Society, 2017
Students' abilities to socially shared regulation of their learning are crucial to productive and successful collaborative learning. However, how group members sustain and regulate collaborative processes is a neglected area in the field of collaborative learning. Furthermore, how group members engage in socially shared regulation still remains to…
Descriptors: Cooperative Learning, Undergraduate Students, Experimental Groups, Control Groups
Mahnane, Lamia – Educational Technology & Society, 2017
In this paper, we show how data mining algorithms (e.g. Apriori Algorithm (AP) and Collaborative Filtering (CF)) is useful in New Social Network (NSN-AP-CF). "NSN-AP-CF" processes the clusters based on different learning styles. Next, it analyzes the habits and the interests of the users through mining the frequent episodes by the…
Descriptors: Social Networks, Pretests Posttests, Cognitive Style, College Students
Ma, Ning; Xin, Shuang; Du, Jia-Yuan – Educational Technology & Society, 2018
Personalized learning based on learning analytics has become increasingly important for teachers' development via providing adaptive contents and strategies for teachers by identifying their questions and needs. Currently, most studies on teachers' professional development focus on pre-service teachers, and studies on teachers' personalized…
Descriptors: Coaching (Performance), Faculty Development, Inservice Teacher Education, Experimental Groups
Yang, Yu-Fen; Harn, Ruey-Fen; Hwang, Gwo-Haur – Educational Technology & Society, 2019
Many students who study English as a foreign language (EFL) have difficulty transferring linguistic features between languages while writing. This study aims to investigate how college students improve their EFL writing with text revisions by using a bilingual concordancer (Chinese and English). A sample of 32 college students consented to…
Descriptors: Bilingualism, Indexes, English (Second Language), Second Language Learning
Wang, Xiao-Ming; Hwang, Gwo-Jen; Liang, Zi-Yun; Wang, Hsiu-Ying – Educational Technology & Society, 2017
It has become an important and challenging issue to foster students' concepts and skills of computer programming. Scholars believe that programming training could promote students' higher order thinking performance; however, many school teachers have reported the difficulty of teaching programming courses. Although several previous studies have…
Descriptors: Programming, Critical Thinking, Student Attitudes, Foreign Countries
Rum, Siti Nurulain Mohd; Ismail, Maizatul Akmar – Educational Technology & Society, 2017
Computer programming is a part of the curriculum in computer science education, and high drop rates for this subject are a universal problem. Development of metacognitive skills, including the conceptual framework provided by socio-cognitive theories that afford reflective thinking, such as actively monitoring, evaluating, and modifying one's…
Descriptors: Metacognition, Computer Assisted Instruction, Programming, Novices
Yang, Kai-Hsiang; Chu, Hui-Chun; Chiang, Li-Yu – Educational Technology & Society, 2018
Game-based learning (GBL) has been proven to be an attractive learning model by many studies; however, scholars have pointed out that the effectiveness of game-based learning could be limited if proper learning strategies are not incorporated. Prompting is a strategy that plays the important role of providing hints and guidance in interactive…
Descriptors: Educational Games, Grade 2, Elementary School Students, Elementary School Mathematics
Hwang, Gwo-Jen; Tu, Nien-Ting; Wang, Xiao-Ming – Educational Technology & Society, 2018
With the rapid progress of technology, the popularity of tablet computers and the development of e-book applications have brought the use of e-books as a learning tool under the spotlight. In the meantime, the aim of school education lies not only in providing students with knowledge but also in encouraging them to construct knowledge actively.…
Descriptors: Electronic Publishing, Books, Feedback (Response), Pretests Posttests
Hwang, Wu-Yuin; Chen, Hong-Ren; Chen, Nian-Shing; Lin, Li-Kai; Chen, Jin-Wen – Educational Technology & Society, 2018
Education research has shown that reflective study can efficiently enhance learning, and the acquisition of knowledge and skills from real-life situations has become a focus of interest for scholars. The knowledge-learning model based on verbal instruction, used in traditional classrooms, does not make use of real-life situations that encourage…
Descriptors: Foreign Countries, Learning Processes, Context Effect, Reflection
Chen, Zhi-Hong; Lee, Shu-Yu – Educational Technology & Society, 2018
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
Descriptors: Educational Games, Young Children, Elementary School Students, Grade 4
Fößl, Thomas; Ebner, Martin; Schön, Sandra; Holzinger, Andreas – Educational Technology & Society, 2016
Seamless Learning shall initiate human learning processes that exceeds lesson and classroom limits. At the same time this approach fosters a self-regulated learning, by means of inspirational, open education settings. Advanced learning materials are easily accessible via mobile digital devices connected to the Internet. In this study it was…
Descriptors: Teaching Methods, Elementary School Students, Video Technology, Incentives
Ozerbas, Mehmet Arif; Erdogan, Bilge Has – Educational Technology & Society, 2016
This study aimed to observe whether the learning environment created by digital classroom technologies has any effect on the academic success and online technologies self-efficacy of 7th grade students. In this study, an experimental design with a pre-test/post-test control group was used. The research was conducted with 58 students in a secondary…
Descriptors: Self Efficacy, Success, Academic Achievement, Electronic Classrooms
Michailidis, Nikolaos; Kapravelos, Efstathios; Tsiatsos, Thrasyvoulos – Educational Technology & Society, 2018
Self-regulated learning is an important means of supporting students' self-awareness and self-regulation level so as to enhance their motivation and engagement. Interaction Analysis (IA) contributes to this end, and its use in studying learning dynamics involved in asynchronous Computer-Supported Collaborative Learning (CSCL) activities has…
Descriptors: Web 2.0 Technologies, Learning Activities, Asynchronous Communication, Cooperative Learning
Pan, Wen Fu – Educational Technology & Society, 2017
The objective of this study was to test whether the Kinect motion-sensing interactive system (KMIS) enhanced students' English vocabulary learning, while also comparing the system's effectiveness against a traditional computer-mouse interface. Both interfaces utilized an interactive game with a questioning strategy. One-hundred and twenty…
Descriptors: Elementary School Students, English Instruction, Vocabulary Development, Control Groups