Publication Date
In 2025 | 0 |
Since 2024 | 2 |
Since 2021 (last 5 years) | 3 |
Since 2016 (last 10 years) | 7 |
Since 2006 (last 20 years) | 29 |
Descriptor
Source
Author
Hwang, Gwo-Haur | 2 |
Hwang, Gwo-Jen | 2 |
Lin, Janet Mei-Chuen | 2 |
Beyin Chen | 1 |
Chang, Chih-Kai | 1 |
Chang, Chih-Lin | 1 |
Chang, Chih-Wei | 1 |
Chang, Wen-Chih | 1 |
Chao, Louis R. | 1 |
Chao, Po-Yao | 1 |
Che, Pei-Chun | 1 |
More ▼ |
Publication Type
Journal Articles | 29 |
Reports - Research | 19 |
Reports - Evaluative | 6 |
Reports - Descriptive | 4 |
Information Analyses | 1 |
Education Level
Higher Education | 20 |
Postsecondary Education | 19 |
Elementary Education | 8 |
Elementary Secondary Education | 6 |
Grade 6 | 3 |
Grade 4 | 2 |
Early Childhood Education | 1 |
Grade 3 | 1 |
Grade 5 | 1 |
Junior High Schools | 1 |
Primary Education | 1 |
More ▼ |
Audience
Location
Taiwan | 29 |
Laws, Policies, & Programs
Assessments and Surveys
Learning Style Inventory | 1 |
What Works Clearinghouse Rating
Chou, Pao-Nan – Journal of Educational Computing Research, 2020
This study investigated young children's computational thinking (CT) development by integrating ScratchJr into a programming curriculum. Twelve third graders (six males and six females) voluntarily participated in an experiment-based computer class conducted at a public elementary school in Taiwan. This study adopted a case study methodology to…
Descriptors: Grade 3, Computer Science Education, Thinking Skills, Elementary School Students
Gwo-Haur Hwang; Beyin Chen; Shih-Pei Chen – Interactive Learning Environments, 2024
This study proposed a game-based flipped teaching approach and applied it to a HTML (HyperText Markup Language) course. We developed two versions of the pre-class content testing, one of which was game-based, using a "looking-through" game, and the other which was traditional, using a multiple-choice test. We conducted a teaching…
Descriptors: Flipped Classroom, Instructional Effectiveness, Teaching Methods, Prior Learning
I-Fan Liu; Hui-Chun Hung; Che-Tien Liang – Interactive Learning Environments, 2024
With the rise of big data, artificial intelligence, and other emerging information technologies, an increasing number of students without computer science (CS) backgrounds have begun to learn programming. Programming is considered a complex task for beginners, and instructors find it difficult to quickly address all the problems that students…
Descriptors: Programming, Student Attitudes, Blended Learning, Video Technology
Chen, Yen Tzu; Liu, Che-Hung; Lee, Chih Yu – Education Quarterly Reviews, 2021
This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing…
Descriptors: Game Based Learning, Computer Games, Computer Science Education, STEM Education
Lin, Che-Chern; Liu, Zi-Cheng; Chang, Chih-Lin; Lin, Yu-Wen – IEEE Transactions on Education, 2019
Contribution: An online genetic algorithm-based remedial learning system is presented in order to strengthen students' understanding of object-oriented programming (OOP) concepts by tailoring personalized learning materials according to each student's strengths and weaknesses. Background: Prior studies on computer programming education have…
Descriptors: Individualized Instruction, Remedial Instruction, Computer Science Education, Programming Languages
Hwang, Gwo-Haur; Chen, Beyin; Chen, Ru-Shan; Wu, Ting-Ting; Lai, Yu-Ling – Interactive Learning Environments, 2019
Competitive game-based learning has been widely discussed in terms of its positive and negative impacts on learners' learning effectiveness and learning behavior. Although different types of games require different kinds of knowledge to accomplish the task via competition, few studies have considered that knowledge types, such as procedural…
Descriptors: Student Behavior, Adoption (Ideas), Competition, Game Based Learning
Yang, Tzu-Chi; Hwang, Gwo-Jen; Yang, Stephen J. H.; Hwang, Gwo-Haur – Educational Technology & Society, 2015
Computer programming is an important skill for engineering and computer science students. However, teaching and learning programming concepts and skills has been recognized as a great challenge to both teachers and students. Therefore, the development of effective learning strategies and environments for programming courses has become an important…
Descriptors: Foreign Countries, Programming, Instructional Effectiveness, College Students
Chang, Chih-Kai – Journal of Educational Computing Research, 2014
Scratch, a visual programming language, was used in many studies in computer science education. Most of them reported positive results by integrating Scratch into K-12 computer courses. However, the object-oriented concept, one of the important computational thinking skills, is not represented well in Scratch. Alice, another visual programming…
Descriptors: Foreign Countries, College Freshmen, Information Technology, Computer Science Education
Wu, Ye-Chi; Ma, Lee Wei; Jiau, Hewijin Christine – Educational Technology & Society, 2013
Programming assignments are commonly used in computer science education to encourage students to practice target concepts and evaluate their learning status. Ensuring students are engaged in such assignments is critical in attracting and retaining students. To this end, WebHat, a service-based program evaluation platform, is introduced in this…
Descriptors: Assignments, Computer Science, Program Evaluation, Computer Software
Tsai, Chia-Wen; Shen, Pei-Di; Tsai, Meng-Chuan; Chen, Wen-Yu – Interactive Learning Environments, 2017
Much application software education in Taiwan can hardly be regarded as practical. The researchers in this study provided a flexible means of ubiquitous learning (u-learning) with a mobile app for students to access the learning material. In addition, the authors also adopted computational thinking (CT) to help students develop practical computing…
Descriptors: Foreign Countries, College Freshmen, Web Based Instruction, Computation
Hsieh, Tung-Cheng; Lee, Ming-Che; Su, Chien-Yuan – Educational Technology & Society, 2013
In recent years, the demand for computer programming professionals has increased rapidly. These computer engineers not only play a key role in the national development of the computing and software industries, they also have a significant influence on the broader national knowledge industry. Therefore, one of the objectives of information…
Descriptors: Foreign Countries, Computer Science Education, Individualized Instruction, Remedial Instruction
Hung, Y.-C. – IEEE Transactions on Education, 2012
This paper investigates the impact of combining self explaining (SE) with computer architecture diagrams to help novice students learn assembly language programming. Pre- and post-test scores for the experimental and control groups were compared and subjected to covariance (ANCOVA) statistical analysis. Results indicate that the SE-plus-diagram…
Descriptors: Foreign Countries, Control Groups, Experimental Groups, Web Sites
Chuang, Yung-Ting – English Language Teaching, 2015
In recent decades, increasing numbers of EMI (English as Medium of Instructions) courses have been added to university course offerings in countries where English is not the first language, as a way of supporting university internalization and addressing the global status of English. However, some studies argue that EMI courses might affect the…
Descriptors: Teaching Methods, English (Second Language), Second Language Learning, Language of Instruction
Sun, Koun-Tem; Lin, Ching-Ling; Wang, Sheng-Min – International Journal of Science and Mathematics Education, 2010
The relative positions of the sun, moon, and earth, their movements, and their relationships are abstract and difficult to understand astronomical concepts in elementary school science. This study proposes a three-dimensional (3-D) virtual reality (VR) model named the "Sun and Moon System." This e-learning resource was designed by…
Descriptors: Foreign Countries, Electronic Learning, Elementary School Science, Computer Simulation
Wang, Li-Chun; Chen, Ming-Puu – Innovations in Education and Teaching International, 2010
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…
Descriptors: Games, Program Effectiveness, Secondary School Students, Experiential Learning
Previous Page | Next Page ยป
Pages: 1 | 2