Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 8 |
Since 2016 (last 10 years) | 12 |
Since 2006 (last 20 years) | 16 |
Descriptor
Anxiety | 16 |
Foreign Countries | 7 |
Self Efficacy | 7 |
Competition | 6 |
Elementary School Students | 6 |
Chinese | 5 |
Cognitive Processes | 5 |
Student Attitudes | 5 |
Computer Games | 4 |
Correlation | 4 |
Difficulty Level | 4 |
More ▼ |
Source
Author
Hong, Jon-Chao | 16 |
Tai, Kai-Hsin | 10 |
Hwang, Ming-Yueh | 9 |
Lin, Pei-Hsin | 2 |
Wang, Qiang | 2 |
Yang, Xiantong | 2 |
Zhang, Mengmeng | 2 |
Cao, Wei | 1 |
Chen, Mei-Syuan | 1 |
Chen, Yi-Ling | 1 |
Chen, Yu-Ju | 1 |
More ▼ |
Publication Type
Journal Articles | 16 |
Reports - Research | 16 |
Education Level
Elementary Education | 9 |
Middle Schools | 7 |
Intermediate Grades | 5 |
Grade 6 | 4 |
Junior High Schools | 4 |
Secondary Education | 3 |
Grade 5 | 2 |
Higher Education | 2 |
Postsecondary Education | 2 |
Grade 4 | 1 |
Grade 9 | 1 |
More ▼ |
Audience
Location
Taiwan | 5 |
China | 1 |
Malaysia | 1 |
Taiwan (Taipei) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
Self Efficacy Scale | 1 |
What Works Clearinghouse Rating
Wang, Qiang; Song, Xin; Hong, Jon-Chao; Li, Shuang; Zhang, Mengmeng; Yang, Xiantong – Education and Information Technologies, 2023
In response to the wide-ranging concern of online academic futility, the current study aimed to explore the independent variables and mediating variable from a novel perspective of parents during COVID-19. Based on the social comparison theory and the control-value theory of achievement emotions, social comparison and tutoring anxiety were…
Descriptors: Self Concept, Tutoring, Anxiety, Parent Attitudes
Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
Hong, Jon-Chao; Cao, Wei; Liu, Xiaohong; Tai, Kai-Hsin; Zhao, Li – Journal of Research on Technology in Education, 2023
Due to COVID-19, the primary teaching method has changed from traditional face-to-face teaching to online teaching. The present study explored the correlates between two personality traits, Neuroticism and Extraversion, and two types of self-efficacy, Internet self-efficacy and academic self-efficacy, on practical performance anxiety. Data from…
Descriptors: Personality Traits, Predictor Variables, Internet, Self Efficacy
Hong, Jon-Chao; Tai, Kai-Hsin; Luo, Wan-Lun; Sher, Yung-Ji; Kao, Yi-Wen – Journal of Computer Assisted Learning, 2022
Background: Many gamification applications (apps) have been designed to motivate students to learn particular content. Based on the brain activation approach, the present study adapted an app, named Shaking-On, which requires students to shake their mobile devices to send their answers to multiple-choice questions to the teacher. Students then…
Descriptors: Comparative Analysis, Computer Games, Computer Software, Telecommunications
Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Mei-Syuan; Tai, Kai-Hsin – Journal of Educational Computing Research, 2021
In line with the attention-to-affect model, this study employed a game that encompasses Gestalt perception to explore how extraneous cognitive load (ECL) and gameplay anxiety correlate with attitude towards exploitative learning and attitude towards explorative learning as students play the Visual-Saliency game (VSG) with images of artworks. The…
Descriptors: Difficulty Level, Cognitive Processes, Anxiety, Correlation
Yang, Xiantong; Zhang, Mengmeng; Kong, Lingqiang; Wang, Qiang; Hong, Jon-Chao – Journal of Science Education and Technology, 2021
Game-based learning supported by mobile intelligence technology has promoted the renewal of teaching and learning models. Herein, a model of Question-Observation-Doing-Explanation (QODE) based on smart phones was constructed and applied to science learning during school disruption in COVID-19 pandemic. In this study, from the theoretical…
Descriptors: Scientific Literacy, Self Efficacy, Anxiety, Electronic Learning
Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yi-Hsuan; Tai, Kai-Hsin – Computer Assisted Language Learning, 2022
Different types of gamification can be advantageous to enhancing students' learning. In contrast to the extant gamification literature focusing on designing reward systems and/or facilitating teachers' gamification of learning contents, this study focuses on the gamifying of learning content by students. To verify the efficacy of gamification as a…
Descriptors: Gamification, Grammar, English (Second Language), Second Language Learning
Hong, Jon-Chao; Tai, Kai-Hsin; Ye, Jian-Hong – British Journal of Educational Technology, 2019
This study adapted a Chinese remote-associated game for team competition, and explored the correlates between self-efficacy in Chinese word learning, competitive anxiety, collective self-esteem in gameplay and flow experience. A total of 206 valid data was collected from fifth-grade students. The results of the confirmatory factor analysis and…
Descriptors: Chinese, Self Efficacy, Self Esteem, Anxiety
Hong, Jon-Chao; Lin, Chien-hung; Tsai, Ya-hsun; Tai, Kai-Hsin – Language Learning Journal, 2023
This study explores the relationship between the experience of confusion and the outcomes of Chinese character learning by learners of Chinese as a heritage language (CHL). Based on the claim that impasses triggering confusion can lead to deeper learning of conceptually difficult material, the study employed three impasse-driven tasks. The tasks…
Descriptors: Chinese, Orthographic Symbols, Heritage Education, Native Language Instruction
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Educational Technology Research and Development, 2019
Calibration between judged and actual performance related to cognitive certitude is known as "cognitive certitude of calibration" (CCC). CCC is an essential factor that can affect an individual's calibration behavior related to his/her learning effectiveness mediated by cognitive and affective factors, such as cognitive anxiety, learning…
Descriptors: Cognitive Processes, Behavior, Affective Behavior, Anxiety
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Tsai, Chi-Ruei – Research in Science Education, 2017
Based on the cognitive-affective theory, the present study designed a science inquiry learning model, "predict-observe-explain" (POE), and implemented it in an app called "WhyWhy" to examine the effectiveness of students' science inquiry learning practice. To understand how POE can affect the cognitive-affective learning…
Descriptors: Science Instruction, Cognitive Processes, Difficulty Level, Anxiety
Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yeu-Ting; Lin, Pei-Hsin; Chen, Yi-Ling – Interactive Learning Environments, 2016
Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL).…
Descriptors: Educational Games, Prediction, Anxiety, Competition
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Chun – Educational Technology Research and Development, 2015
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this study explored the interrelatedness between self-efficacy, competitive anxiety, and gameplay interest in…
Descriptors: Self Efficacy, Relevance (Education), Anxiety, Competition
Hong, Jon-Chao; Pei-Yu, Chiu; Shih, Hsiao-Feng; Lin, Pei-Shin; Hong, Jon-Chao – Turkish Online Journal of Educational Technology - TOJET, 2012
Flow state in game playing affected by computer self-efficacy and game competitive anxiety was studied. In order to examine the effect of those constructs with high competition, this study select "Escaping from firing online game" which require college students to escape from fire and rescue people and eliminate the fire damage along the way of…
Descriptors: Computer Games, Computer Attitudes, Self Efficacy, Competition
Hwang, Ming-Yueh; Hong, Jon-Chao; Cheng, Hao-Yueh; Peng, Yu-Chi; Wu, Nien-Chen – Computers & Education, 2013
Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors of competitors in sequential and synchronous games. Confirmatory factor analysis of the data on 220…
Descriptors: Difficulty Level, Factor Analysis, Cognitive Processes, Females
Previous Page | Next Page ยป
Pages: 1 | 2