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Linjing Wu; Xuelin Xiang; Xueyan Yang; Xuan Jin; Liang Chen; Qingtang Liu – Educational Technology Research and Development, 2025
Problem-solving strategies are crucial in learning programming. Owing to their hidden nature, traditional methods such as interviews and questionnaires cannot reflect the details and differences of problem-solving strategies in programming. This study uses the Hidden Markov Model to detect and compare the problem-solving strategies of different…
Descriptors: Markov Processes, Problem Solving, Programming, Identification
Shen, Dandan; Chang, Chiung-Sui – Educational Technology Research and Development, 2023
The emergence of advanced information technology has revolutionized education and accentuated the demand for high-quality learning. However, many teachers fall short of using technology effectively and optimizing instructional design to promote deeper learning. To address this issue, this study proposes a four-element flipped learning model, which…
Descriptors: College Students, Flipped Classroom, Control Groups, Conventional Instruction
Gwo-Jen Hwang; Chun-Chun Chang; Chin-Ya Juan – Educational Technology Research and Development, 2025
Problem-posing has been regarded as a potential method to engage students in deeper thinking; however, without sufficient supports, most students could encounter difficulties in posing quality problems. In this study, a concept mapping-based online cooperative problem-posing (CM-OCPP) approach is proposed to guide students to complete…
Descriptors: Learning Processes, Learning Strategies, Concept Mapping, Electronic Learning
Kuan-Fu Chen; Gwo-Jen Hwang; Mei-Rong Alice Chen – Educational Technology Research and Development, 2024
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content.…
Descriptors: Concept Mapping, Game Based Learning, Learning Strategies, Grade 7
Reid, Alan J.; Morrison, Gary R.; Bol, Linda – Educational Technology Research and Development, 2017
This paper presents results from an experimental study that examined embedded strategy prompts in digital text and their effects on calibration and metacomprehension accuracies. A sample population of 80 college undergraduates read a digital expository text on the basics of photography. The most robust treatment (mixed) read the text, generated a…
Descriptors: Metacognition, Comprehension, Learning Processes, Accuracy
Schrader, P. G.; McCreery, Michael – Educational Technology Research and Development, 2008
Educational learning environments have changed dramatically in the last 20 years. Advances in technology have enabled the World Wide Web and a sundry of other tools. In response, many researchers have argued that one way to understand learning in a complex world is to examine user interactions within Massively Multiplayer Online Games (MMOGs) [Gee…
Descriptors: Internet, Video Games, Expertise, Skill Development
Hung, David; Chen, Der-Thanq Victor – Educational Technology Research and Development, 2007
This paper posits that authenticity is an aspect of both the context and the process of learning. These two aspects cannot be seen in isolation and must be analyzed as one unity. We refer to this coupling relationship as the context-process authenticity. Existing learning and instructional approaches associated with authenticity, such as…
Descriptors: Learning Processes, Teaching Methods, Learning Strategies, Context Effect
Peer reviewedLin, Xiaodong – Educational Technology Research and Development, 2001
Proposes a framework for thinking about how metacognition research might apply to design activities. Examines two basic approaches to supporting metacognition: strategy training, and creation of a supportive social environment for metacognition. Identifies two kinds of content that are taught using these two approaches: knowledge about a specific…
Descriptors: Cognitive Processes, Educational Research, Instructional Design, Instructional Development
Peer reviewedHannafin, Michael J.; Rieber, Lloyd P. – Educational Technology Research and Development, 1989
These two articles discuss the contributions of behavioral and cognitive psychology to the design of computer-based instruction (CBI) and describe an integrated meta-model for use with instructional systems design (ISD) called ROPES + (Retrieving, Orienting, Presenting, Encoding, and Sequencing). Highlights include motivation, information…
Descriptors: Cognitive Psychology, Computer Assisted Instruction, Computer System Design, Instructional Design
Peer reviewedMerrill, M. David – Educational Technology Research and Development, 2002
Examines instructional design theories and elaborates principles about when learning is promoted, i.e., when learners are engaged in solving real-world problems, when existing knowledge is activated as a foundation for new knowledge, and when new knowledge is demonstrated to the learner, applied by the learner, and integrated into the learner's…
Descriptors: Educational Principles, Elementary Secondary Education, Instructional Design, Learning Processes
Peer reviewedPark, Ok-choon – Educational Technology Research and Development, 1998
Investigates the effects of two instructional strategies, visual display (animation, and static graphics with and without motion cues) and contextual presentation, in the acquisition of electronic troubleshooting skills using computer-based instruction. Study concludes that use of visual displays and contextual presentation be based on the…
Descriptors: Animation, Computer Assisted Instruction, Computer Graphics, Context Effect
Peer reviewedArmstrong, Anne-Marie – Educational Technology Research and Development, 1989
Discusses self-regulation, learning to learn, and adaptive problem solving, and describes study of third, fifth, and eighth graders. The study investigated whether providing a model of self-regulating skills via teaching a computer to solve problems would increase the number tasks completed, and decrease the error and trial rate. (11 references)…
Descriptors: Computer Assisted Instruction, Elementary Education, Error Patterns, Grade 3

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