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Showing 1 to 15 of 19 results Save | Export
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Shian-Shyong Tseng; Tsung-Yu Yang; Wen-Chung Shih; Bo-Yang Shan – Interactive Learning Environments, 2024
In this paper, to handle the problem of the quick evolution of cyber-security attacks, we developed the iMonsters board game and proposed the attack and defense knowledge self-evolving algorithm. Three versions of the iMonsters were launched in 2013, 2017, and 2019, respectively. Accordingly, the cyber-security ontology can be refined by the…
Descriptors: Educational Games, Computer Security, Computer Science Education, Game Based Learning
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Sung, Han-Yu; Hwang, Gwo-Jen; Chen, Chin-Yu; Liu, Wen-Xiu – Interactive Learning Environments, 2022
The Analects of Confucius has been identified as an important and influential philosophy around the globe. However, in traditional instruction, it is difficult to express the spirit of this philosophy. Therefore, many students consider it as a big challenge to study the Analects of Confucius. To cope with this problem, in this study, an…
Descriptors: Electronic Learning, Learning Processes, Confucianism, Philosophy
Avvisati, Francesco; Givord, Pauline – OECD Publishing, 2021
This paper quantifies the learning gain that accrues to 15-year-old students over one year of schooling in 18 countries and economies, where the cohort eligible to sit the OECD Programme for International Student Assessment (PISA)ISA test overlaps with two distinct school cohorts. School-entry regulations are used as an exogenous source of…
Descriptors: Learning Processes, Academic Achievement, Achievement Gains, Foreign Countries
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Lan, Pei-Shan; Liu, Ming-Chou; Baranwal, Divya – Interactive Learning Environments, 2023
This research is designed to find out whether joining an online community combined with contract learning can enhance the learning motivation of students, promote their self-regulated learning, and improve their academic achievements. In this regard, quasi-experiment research was conducted at primary level students in which the experimental group…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Elementary School Students
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Li, Wei; Chiu, Chuang-Kai; Tseng, Judy C. R. – Educational Technology & Society, 2019
In context-aware ubiquitous learning, the learning resources of the learning environment are limited, and the learners need to frequently move between learning targets. Therefore, how to provide appropriate learning paths for students in the real world is essential in context-aware ubiquitous learning. In this study, a personalized navigation…
Descriptors: Cognitive Style, Navigation, Electronic Learning, Educational Technology
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Rappleye, Jeremy; Komatsu, Hikaru – Oxford Review of Education, 2018
East Asian dominance in international large-scale assessments is widely known. This is often explained as an outcome of highly competitive, exam-oriented education systems in East Asia, wherein students partake in a fierce competition for limited college entrance. Although achievement scores may be comparatively higher, the argument goes, the…
Descriptors: Test Anxiety, Cross Cultural Studies, Competition, High Stakes Tests
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Liu, Li-Ying; Cheng, Meng-Tzu – Turkish Online Journal of Educational Technology - TOJET, 2015
This study reports on a measurement that is used to investigate interactivity in the classrooms and examines the impact of integrating the interactive projector into middle school science classes on classroom interactivity and students' biology learning. A total of 126 7th grade Taiwanese students were involved in the study and quasi-experimental…
Descriptors: Efficiency, Biology, Learning Processes, Science Instruction
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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
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Wu, Ji-Wei; Tseng, Judy C. R.; Hwang, Gwo-Jen – Educational Technology & Society, 2015
Inquiry-Based Learning (IBL) is an effective approach for promoting active learning. When inquiry-based learning is incorporated into instruction, teachers provide guiding questions for students to actively explore the required knowledge in order to solve the problems. Although the World Wide Web (WWW) is a rich knowledge resource for students to…
Descriptors: Foreign Countries, Inquiry, Active Learning, Intelligent Tutoring Systems
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Chen, Chih-Hung; Hwang, Gwo-Jen – Educational Technology & Society, 2017
Previous research has illustrated the importance of acquiring knowledge from authentic contexts; however, without full engagement, students' learning performance might not be as good as expected. In this study, a Team Competition-based Ubiquitous Gaming approach was proposed for improving students' learning effectiveness in authentic learning…
Descriptors: Teamwork, Competition, Educational Games, Learning Activities
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Liang, Chaoyun; Chang, Chi-Cheng; Shu, Kuen-Ming; Tseng, Ju-Shih; Lin, Chun-Yu – Interactive Learning Environments, 2016
The purpose of the present study was to design reflective writing mechanisms in a web-based portfolio assessment system and evaluate its effects on self-regulated learning. Participants were two classes of juniors majoring in data processing and taking a course called "Website design" at a vocational high school in Taiwan. One class was…
Descriptors: Foreign Countries, Vocational High Schools, High School Students, Writing (Composition)
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Chuang, Chien-Pen; Jou, Min; Lin, Yen-Ting; Lu, Cheng-Tien – Interactive Learning Environments, 2015
Electronic engineering industries require technical specialists to operate precision electronic instruments. However, limitations in course designs and equipment availability mean that only a few students are able to use the equipment in practical lessons within a limited timeframe. Also, instruction of techniques and skills are still mostly…
Descriptors: Foreign Countries, Engineering Education, Technical Education, Context Effect
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Hung, Hsiu-Ting – Computer Assisted Language Learning, 2015
This paper describes a structured attempt to integrate flip teaching into language classrooms using a WebQuest active learning strategy. The purpose of this study is to examine the possible impacts of flipping the classroom on English language learners' academic performance, learning attitudes, and participation levels. Adopting a…
Descriptors: Active Learning, Second Language Learning, Learning Experience, Teaching Methods
Chang, Wheijen – 2003
This paper reports the transition of the researcher's teaching before and throughout teaching innovation, including one year traditional teaching (1996) and three years constructivist teaching (1999-2001). Based on the constructivist view of learning, an innovative teaching program was designed and implemented by the author in a university physics…
Descriptors: Academic Achievement, Epistemology, Foreign Countries, Higher Education
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Yu, Fu-Yun; Yu, Hsin-Jin Jessy – Computers & Education, 2002
Describes a study of Taiwan university students that investigated the impacts of incorporating email into the classroom on student achievement and attitudes using a posttest-only control-group design. Results showed a statistically significant difference in academic performance but not in student attitudes toward computers. (Author/LRW)
Descriptors: Academic Achievement, Computer Attitudes, Control Groups, Electronic Mail
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