Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 6 |
Since 2006 (last 20 years) | 6 |
Descriptor
Grade 6 | 6 |
Elementary School Students | 4 |
Foreign Countries | 4 |
Comparative Analysis | 3 |
Educational Games | 3 |
Instructional Design | 3 |
Questionnaires | 3 |
Academic Achievement | 2 |
Grade 5 | 2 |
Inquiry | 2 |
Instructional Effectiveness | 2 |
More ▼ |
Source
Interactive Learning… | 6 |
Author
Chen, Chia-Chen | 1 |
Chen, Chien-Yi | 1 |
Chen, Jheng-Han | 1 |
Chen, Jyun-Chen | 1 |
Chen, Yi-Ling | 1 |
Hong, Jon-Chao | 1 |
Hou, Huei-Tse | 1 |
Hsiao, Hsien-Sheng | 1 |
Hsieh, Ya-Hui | 1 |
Huang, Ying-Luan | 1 |
Hung, Li-Ching | 1 |
More ▼ |
Publication Type
Journal Articles | 6 |
Reports - Research | 6 |
Tests/Questionnaires | 1 |
Education Level
Grade 6 | 6 |
Elementary Education | 5 |
Intermediate Grades | 5 |
Middle Schools | 5 |
Grade 5 | 2 |
Grade 4 | 1 |
Junior High Schools | 1 |
Secondary Education | 1 |
Audience
Location
Taiwan | 4 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Liu, Min; Li, Chenglu; Pan, Zilong; Pan, Xin – Interactive Learning Environments, 2023
More research is needed on how to best use analytics to support educational decisions and design effective learning environments. This study was to explore and mine the data captured by a digital educational game designed for middle school science to understand learners' behavioral patterns in using the game, and to use evidence-based findings to…
Descriptors: Computer Games, Educational Games, Instructional Design, Instructional Effectiveness
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
Chen, Chia-Chen; Chen, Chien-Yi – Interactive Learning Environments, 2018
In recent years, mobile technology has been developing rapidly and has been widely used. There are many successful cases of mobile technology applied greatly in today's teaching and even combined with sensing devices to overcome the limitations of traditional learning environment. In order to make teaching more diversified, teachers currently…
Descriptors: Museums, Cognitive Style, Academic Achievement, Handheld Devices
Smith, Cary Stacy; Hung, Li-Ching – Interactive Learning Environments, 2017
In Taiwan, teaching focuses around lecturing, with students having little opportunity to interact with each other. Problem-based learning (PBL) is a means of instruction where students learn the subject by being active participants in the pedagogical process, with the emphasis on problem-solving. In this study, the authors investigated whether PBL…
Descriptors: Foreign Countries, Problem Based Learning, Computer Literacy, Self Efficacy
Hsieh, Ya-Hui; Lin, Yi-Chun; Hou, Huei-Tse – Interactive Learning Environments, 2016
Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in learning and thus improve their learning performance. The purpose of this study was to examine the relationships among elementary school students' flow experience and learning performances. We also…
Descriptors: Foreign Countries, Elementary School Students, Educational Games, Learning Processes
Hong, Jon-Chao; Hwang, Ming-Yueh; Wu, Nien-Chen; Huang, Ying-Luan; Lin, Pei-Hsin; Chen, Yi-Ling – Interactive Learning Environments, 2016
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a hypothetical-deductive model. The aim of the study was to examine the changes in students' blended…
Descriptors: Ethical Instruction, Moral Development, Educational Games, Blended Learning