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Cheng-Hung Wang – Education and Information Technologies, 2025
In the post-COVID-19 era, information education with highly interactive teaching methods has become increasingly common. In particular, the metaverse and virtual reality (VR) technology can be used in novel learning methods to leverage the intuitiveness, immersivity, and interactivity of VR. For example, students could use VR to simulate…
Descriptors: Computer Simulation, Instructional Materials, Natural Sciences, Elementary Secondary Education
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Yu-Hung Chiang; Yu-Chen Su; Wei-Tsong Wang; Tien-Chi Huang – Journal of Educational Computing Research, 2025
As big data and artificial intelligence become integral to business decision-making, business management students require proficiency in data science and big data. However, the use of instructional technologies, such as augmented reality (AR) and mind mapping to teach these subjects is limited. This study introduces an innovative pedagogical model…
Descriptors: Business Education, College Students, Foreign Countries, Data
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Yu-Shan Ting; Yu-chu Yeh – Interactive Learning Environments, 2024
To date, few online game-based learning studies have focused on developing children's growth creativity mindset (growth CM). This study, therefore, aimed to develop a game-based learning system to help children develop their growth CM. Additionally, we investigated the relationship between growth CM, hope belief, and creativity self-efficacy after…
Descriptors: Student Attitudes, Goal Orientation, Intervention, Beliefs
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Liu, Chiung-Wen; Ho, Li-An; Chueh, Ting-Yu – Journal of Computer Assisted Learning, 2020
Because the microworld can create a learning environment that allows learners to interact with the real world, the view of the microworld has been widely used in education and training. In this study, the simulated transactional interactive concurrent system (STICS) was used to provide an environment that simulates the stock market trading of the…
Descriptors: Money Management, Instructional Effectiveness, Foreign Countries, Computer Uses in Education
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Chen, Yen-Chun – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As pupils are largely increased the opportunities to contact digital games, the effect of digital games has been broadly discussed and studied. Digital games no longer play the function of entertainment, but could assist students in more active learning and deeper and broader learning, when being applied to instruction. It is limited to learn in…
Descriptors: Educational Games, Computer Uses in Education, Computer Games, Student Motivation
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Hsu, Shih-Yin; Beasley, Robert E. – Australasian Journal of Educational Technology, 2019
Learners in an English as a foreign language (EFL) context seldom have the opportunity to interact with people from other cultures and experience intercultural communication in English to foster their intercultural competence (IC), whether inside or outside of the classroom. In an effort to create a brand new opportunity to boost target language…
Descriptors: Electronic Mail, Synchronous Communication, Computer Mediated Communication, Student Attitudes
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Hung, Hui-Chun; Shwu-Ching Young, Shelley; Lin, Kuo-Chin – Technology, Pedagogy and Education, 2018
Physical education (PE) is an important subject in higher education that specifically targets motor skills in health-enhancing activities. This study aimed to explore how mobile technology could be integrated into a badminton course to enhance learners' motivation and badminton skills. The experiment was conducted in the university badminton…
Descriptors: Racquet Sports, Handheld Devices, Student Motivation, Physical Education
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Lin, Mike Tz-Yauw; Wang, Jau-Shyong; Kuo, Hui-Ming; Luo, Yuzhou – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Applying education ideas and concepts to education sites, through good educational policies, to complete education tasks is important for developing personal potential. Centered on students, educational objective is to cultivate multiple talents for the future society. In such a rapidly changing era, limited knowledge is not enough to cope with…
Descriptors: Computer Simulation, Creativity, Student Leadership, Instructional Effectiveness
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Liaw, Meei-Ling – Educational Technology & Society, 2019
This study investigates the effects of using open social VR for university English as a foreign language (EFL) learners' intercultural communication learning. The project involved two stages: (1) carefully designed activities for students to practice different language-learning tasks with their peers; (2) implemented in an open social VR…
Descriptors: Foreign Countries, Second Language Learning, Second Language Instruction, English (Second Language)
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Cheng, Yung-hsun; Chen, Yu-chi – South African Journal of Education, 2018
The purpose of this study is to explore the classroom management effectiveness enhancement by using social networking apps through electronic devices such as smartphones, tablet computers, and personal computers, as well as the role of parental involvement. Quantitative research was conducted, and the Structural Equation Modelling (SEM)…
Descriptors: Social Networks, Computer Software, Classroom Techniques, Telecommunications
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Chang, Yu-Lien; Hou, Huei-Tse; Pan, Chao-Yang; Sung, Yao-Ting; Chang, Kuo-En – Educational Technology & Society, 2015
Based on the sense of place theory and the design principles of guidance and interpretation, this study developed an augmented reality mobile guidance system that used a historical geo-context-embedded visiting strategy. This tool for heritage guidance and educational activities enhanced visitor sense of place. This study consisted of 3 visitor…
Descriptors: Computer Simulation, Handheld Devices, Place Based Education, Heritage Education
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Hsieh, Sheng-Wen; Wu, Min-Ping – EURASIA Journal of Mathematics, Science & Technology Education, 2013
This paper used a Virtual Companion System (VCS) to examine how specific design variables within virtual learning companion affect the learning process of learners as defined by the cognitive continuum of field-dependent, field-independent and field-mixed learners in LINE app for m-learning. The data were collected from 198 participants in a…
Descriptors: Computer Uses in Education, Educational Technology, Instructional Effectiveness, Cognitive Style
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Su, Addison Y. S.; Yang, Stephen J. H.; Hwang, Wu-Yuin; Huang, Chester S. J.; Tern, Ming-Yu – British Journal of Educational Technology, 2014
For more than 2 years, Scratch programming has been taught in Taiwanese elementary schools. However, past studies have shown that it is difficult to find appropriate learning methods or tools to boost students' Scratch programming performance. This inability to readily identify tutoring tools has become one of the primary challenges addressed in…
Descriptors: Documentation, Problem Solving, Computer Uses in Education, Elementary Schools
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Chang, Hsin-Yi; Hsu, Ying-Shao; Wu, Hsin-Kai – Interactive Learning Environments, 2016
We investigated the impact of an augmented reality (AR) versus interactive simulation (IS) activity incorporated in a computer learning environment to facilitate students' learning of a socio-scientific issue (SSI) on nuclear power plants and radiation pollution. We employed a quasi-experimental research design. Two classes (a total of 45…
Descriptors: Comparative Analysis, Computer Simulation, Computer Uses in Education, Science and Society
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Shieh, Chich-Jen; Liao, Ying; Hu, Ridong – EURASIA Journal of Mathematics, Science & Technology Education, 2013
This study aims to discuss the effects of Web-based Instruction and Learning Behavior on Learning Effectiveness. Web-based Instruction contains the dimensions of Active Learning, Simulation-based Learning, Interactive Learning, and Accumulative Learning; and, Learning Behavior covers Learning Approach, Learning Habit, and Learning Attitude. The…
Descriptors: Web Based Instruction, Instructional Effectiveness, Computer Uses in Education, Educational Technology
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