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Showing 1 to 15 of 30 results Save | Export
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Kai-Yi Chin; Huai-Ling Chang; Ching-Sheng Wang – Interactive Learning Environments, 2024
This study developed a wearable mixed reality (MR)-based mobile learning system and applied it to museum learning activities to explore whether the proposed system can effectively improve university students' learning outcomes, situational interest, and cognitive load. Four museums were selected as the informal learning sites, and 64 university…
Descriptors: Biofeedback, Human Body, Handheld Devices, Computer Simulation
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Mou, Tsai-Yun; Kao, Chia-Pin; Lin, Horng-Horng; Yin, Zong-Xian – Interactive Learning Environments, 2021
In this study we adopted the slowmation approach to investigate children's story comprehension ability and learning intentions. A digital system called Captube was designed to capture children's actions and present them in slowmation format at different speeds. A total of 317 children aged between 4 and 7 were invited to participate in this study.…
Descriptors: Young Children, Early Childhood Education, Fairy Tales, Play
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Chen, Tien-Li; Lee, Yun-Chi; Hung, Chi-Sen – Education Sciences, 2022
This study focuses on "digital learning sheets" by exploring the effects of different design strategies of the digital learning sheet on visitors' motivation and learning outcomes. This study chose the woodcraft themed exhibition as a case study, adopting the learning sheet design principles proposed by Hooper-Greenhill in order to…
Descriptors: Museums, Learning Motivation, Outcomes of Education, Technology Uses in Education
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Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
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Lin, Chia-Hua; Huang, Hsiao-Ching – International Journal of Psychology and Educational Studies, 2018
The increased demand for design exhibitions directly reflects the demand for designer-curators to manage cultural policies and social needs. However, in the current design education system in Taiwan, no curation-related curriculum planning exists. Therefore, this study attempted to design a practical curation course focused on "designer…
Descriptors: Design, Exhibits, Teaching Methods, Foreign Countries
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Chen, Chia-Chen; Chen, Chien-Yi – Interactive Learning Environments, 2018
In recent years, mobile technology has been developing rapidly and has been widely used. There are many successful cases of mobile technology applied greatly in today's teaching and even combined with sensing devices to overcome the limitations of traditional learning environment. In order to make teaching more diversified, teachers currently…
Descriptors: Museums, Cognitive Style, Academic Achievement, Handheld Devices
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Dzan, Wei-Yuan; Tsai, Huei-Yin; Lou, Shi-Jer; Shih, Ru-Chu – International Journal of Distance Education Technologies, 2015
This study employed Kolb's experiential learning model-specific experiences, observations of reflections, abstract conceptualization, and experiment-action in activities to serve as the theoretical basis for popular science education planning. It designed the six activity themes of "Knowledge of the Ocean, Easy to Know, See the Large from the…
Descriptors: Foreign Countries, Experiential Learning, Models, Satisfaction
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Wang, Wan-Jung – Research in Drama Education, 2014
Museums have been employing theatre activities in their educational programmes to outreach youngsters for more than three decades all over the world since the late 1980s; however, it is still quite a new experience for eastern and south-eastern Asian countries. In the past 3 years, Hong Kong, Singapore and Taiwan started to use different forms of…
Descriptors: Drama, Theater Arts, Self Concept, Cultural Background
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Yang, Kuay-Keng; Hong, Zuway-R; Liu, Ming-Chin; Lin, Huann-shyang – International Journal of Science Education, Part B: Communication and Public Engagement, 2015
As research of self-identity, self-concept, and self-efficacy in the discourse of environmental education is scarce, this study attempted to explore the role of visitors' self-identity in marine museum learning. With the use of on-site data collection, investigators of this study collected 144 completed questionnaire surveys from marine museum…
Descriptors: Marine Education, Museums, Environmental Education, Self Concept
Chen, Yulin; Lai, Tingsheng; Yasuda, Takami; Yokoi, Shigeki – Online Submission, 2011
In the past few years, museum visualization systems have become a hot topic that attracts many researchers' interests. Several systems provide Web services for browsing museum collections through the Web. In this paper, we proposed an intelligent museum system for history museum artifacts, and described a study in which we enable access to China…
Descriptors: Museums, Visual Aids, Web Sites, History
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Hong, Jon-Chao; Hwang, Ming-Yueh; Chen, Yu-Ju; Lin, Pei-Hsin; Huang, Yao-Tien; Cheng, Hao-Yueh; Lee, Chih-Chin – Computers & Education, 2013
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of "learning for playing" (i.e., players who want to win will study more), the digital archaeology game contest…
Descriptors: Computer Games, Archaeology, High School Students, Intention
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Wang, Shu-Lin; Chen, Chia-Chen; Zhang, Zhe George – Australasian Journal of Educational Technology, 2015
Recent developments in mobile and wireless communication technologies have played a vital role in building the u-learning environment that now combines both real-world and digital learning resources. However, learners still require assistance to control real objects and manage the abundance of available materials; otherwise, their mental workload…
Descriptors: Electronic Learning, Educational Technology, Technology Uses in Education, Museums
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Cho, Chung-Wen; Yeh, Ting-Kuang; Cheng, Shu-Wen; Chang, Chun-Yen – Educational Technology & Society, 2012
This paper explores the search effectiveness of social tagging which allows the public to freely tag resources, denoted as keywords, with any words as well as to share personal opinions on those resources. Social tagging potentially helps users to organize, manage, and retrieve resources. Efficient retrieval can help users put more of their focus…
Descriptors: Indexing, Collaborative Writing, Web Sites, Epistemology
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Huang, Yong-Ming; Liu, Chien-Hung; Lee, Chun-Yi; Huang, Yueh-Min – Educational Technology & Society, 2012
Museum learning has received a lot of attention in recent years. Museum learning refers to people's use of museums to acquire knowledge. However, a problem with information overload has caused in engaging in such learning. Information overload signifies that users encounter a mass of information and need to determine whether certain information…
Descriptors: Information Needs, Museums, Feedback (Response), User Satisfaction (Information)
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Hou, Huei-Tse; Wu, Sheng-Yi; Lin, Peng-Chun; Sung, Yao-Ting; Lin, Jhe-Wei; Chang, Kuo-En – Educational Technology & Society, 2014
The use of mobile devices for informal learning has gained attention over recent years. Museum learning is also regarded as an important research topic in the field of informal learning. This study explored a blended mobile museum learning environment (BMMLE). Moreover, this study applied three blended museum learning modes: (a) the traditional…
Descriptors: Blended Learning, Museums, Educational Environment, Handheld Devices
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