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Chu-Yang Chang; Hsu-Chan Kuo – Journal of Creative Behavior, 2024
Parents and teachers are significant authority figures that substantially impact adolescents' psychological and cognitive development, including their creativity. The current study investigated the relationship between adolescents' attitudes toward authority (parents and teachers) and innovative behavior and examined the mediating effects of…
Descriptors: Foreign Countries, Adolescent Attitudes, Secondary School Students, Student Attitudes
Wen-Lung Huang; Liang-Yi Li; Jyh-Chong Liang – Educational Technology & Society, 2024
The purposes of this study were to explore students' learning performance, knowledge construction, and behavioral patterns in computer-supported collaborative learning (CSCL) online discussions with/without using Form+Theme+Context (FTC) model guidance scaffolding in visual imagery education. In the online learning activities, the control group…
Descriptors: Asynchronous Communication, Online Courses, Behavior Patterns, Discussion (Teaching Technique)
Chao-jung Ko – Taiwan Journal of TESOL, 2024
The development of new media technology facilitates interaction between people of different cultures. However, people from different cultures show different cross-cultural communication behaviors that may influence their communication efficiency, perceived communication experiences, and perceived social presence. This study aimed to explore…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Intercultural Communication
Chi-Tung Chen; Chih-Ming Chen; Hsiao-Ting Tsai – Interactive Learning Environments, 2024
This study utilised the instant semantic analysis and feedback system (ISAFS) to assist learners in the online discussion learning activities of socio-scientific issues (SSIs) and to document their learning process behaviours for behavioural analyses. The aim was to understand the learners' discussion behaviours during the ISAFS assisted learning…
Descriptors: Behavior Patterns, Electronic Learning, Discussion, Instructional Effectiveness
Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
Wu, Wen-Chi; Lin, I.-Ting; Chen Hsieh, Jun – Asia-Pacific Education Researcher, 2023
The knowledge of English idioms is essential for advanced English learning and application, particularly for English-as-a-foreign-language (EFL) learners. While studies have shown the benefits of mobile-assisted language learning (MALL) to facilitate English learning, few studies have examined the factors that may influence MALL in light of…
Descriptors: Foreign Countries, English, Language Patterns, Learning Modalities
Fang, Shyang-Chyuan – Journal of Baltic Science Education, 2021
As the impact of climate change is increasingly intense, environmental educators of higher education would like to know the influencing factors for college students to proceed financial strategies, such as flood insurance or energy taxes, to adapt climate change; however, the sustainable environmental education provided by most colleagues still…
Descriptors: Undergraduate Students, Behavior Patterns, Conservation (Environment), Environmental Education
Hsu, Chung-Yuan; Chiou, Guo-Li; Tsai, Meng-Jung – Interactive Learning Environments, 2019
This study was to investigate the role of students' game self-efficacy in their game performance as well as in their visual behavior distributions and transfer patterns during their gameplay. A total of 48 university students were recruited for participating in a gameplaying task while wearing with an ASL Mobile Eye eye-tracker. After the…
Descriptors: Game Based Learning, Self Efficacy, Eye Movements, Attention
Sun, Jerry Chih-Yuan; Yu, Shih-Jou; Chao, Chih-Hsuan – Educational Psychology, 2019
The current study developed an intelligent learning environment for online education of research ethics and investigated how encouragement and warning intelligent feedback influenced learners' engagement (behavioural, emotional, and cognitive) and cognitive load (mental load and mental effort). Participants included 191 graduate students in Taiwan…
Descriptors: Feedback (Response), Learner Engagement, Cognitive Processes, Difficulty Level
Wu, Jiun-Yu; Liao, Chen-Hsuan; Cheng, Tzuying; Nian, Mei-Wen – Educational Technology & Society, 2021
Amid the pandemic of coronavirus diseases, virtual conferences have become an alternative way to maintain the prosperity of the research community. This study investigated attendees' participatory behavior in a virtual academic conference (TWELF2020, Taiwan) and studied the interrelationship among their mastery experience, competence, and…
Descriptors: Data Analysis, Behavior Patterns, Psychological Patterns, Videoconferencing
Hsiao, Hsien-Sheng; Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Educational Computing Research, 2020
Past studies have suggested that young people lack knowledge regarding food safety, and that food safety education is appropriate for integration into science education since it often involves science knowledge. Thus, this study combined the methods of inquiry-based and game-based learning to develop a computer detective game, called the Poison…
Descriptors: Computer Games, Educational Games, Safety Education, Food
Sun, Jerry Chih-Yuan; Lin, Che-Tsun; Chou, Chien – International Review of Research in Open and Distributed Learning, 2018
This study aims to apply a sequential analysis to explore the effect of learning motivation on online reading behavioral patterns. The study's participants consisted of 160 graduate students who were classified into three group types: low reading duration with low motivation, low reading duration with high motivation, and high reading duration…
Descriptors: Student Motivation, Student Behavior, Reading, Behavior Patterns
Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning
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
Wu, Sheng-Yi; Chen, Sherry Y.; Hou, Huei-Tse – Interactive Learning Environments, 2016
Concept maps can be used as a cognitive tool to assist learners' knowledge construction. However, in a concept map-based online discussion environment, studies that take into consideration learners' manipulative actions of composing concept maps, cognitive process among learners' discussion, and social knowledge construction at the same time are…
Descriptors: Concept Mapping, Computer Mediated Communication, Teaching Methods, Cognitive Processes