Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 5 |
Since 2006 (last 20 years) | 8 |
Descriptor
Source
Educational Technology &… | 2 |
British Journal of… | 1 |
Computers & Education | 1 |
Distance Education | 1 |
Education and Information… | 1 |
Interactive Learning… | 1 |
International Journal of STEM… | 1 |
Author
Hwang, Gwo-Jen | 8 |
Sung, Han-Yu | 3 |
Fu, Qing-Ke | 2 |
Huang, Iwen | 2 |
Hung, Chun-Ming | 2 |
Chen, Bing | 1 |
Chen, Chi-Chang | 1 |
Chen, Jing-Fang | 1 |
Cheng, Gary | 1 |
Guan, Jue-Qi | 1 |
Hew, Khe Foon | 1 |
More ▼ |
Publication Type
Journal Articles | 8 |
Reports - Research | 8 |
Tests/Questionnaires | 1 |
Education Level
Elementary Education | 4 |
Higher Education | 4 |
Postsecondary Education | 3 |
Grade 6 | 2 |
Secondary Education | 1 |
Audience
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Fu, Qing-Ke; Zou, Di; Xie, Haoran; Cheng, Gary; Hwang, Gwo-Jen – Education and Information Technologies, 2022
Digital games have become increasingly popular. However, many teachers may not have relevant knowledge and experience of designing and implementing digital game-based teaching in formal classrooms. This study proposed a collaborative design approach to facilitate pre-service teachers' abilities of designing for learning with a digital game. To…
Descriptors: Computer Games, Instructional Design, Constructivism (Learning), Teaching Methods
Wang, Liang-Hui; Chen, Bing; Hwang, Gwo-Jen; Guan, Jue-Qi; Wang, Yun-Qing – International Journal of STEM Education, 2022
Many researchers have explored the impact of digital games on learning effects in different STEM subjects. The purpose of this meta-analysis is to examine the effect of digital game-based STEM education on the learning achievement of K-12 or higher education students. The analysis results of effect sizes from 33 studies (N = 3894) published from…
Descriptors: STEM Education, Computer Games, Elementary School Students, Secondary School Students
Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
Huang, Biyun; Hwang, Gwo-Jen; Hew, Khe Foon; Warning, Peter – Distance Education, 2019
Gamification offers potential for improving students' online discussion quantity and the depth of discussion content. However, very few studies have examined the social network patterns when students are posting and providing peer-feedback to each other in gamification-based environments. In response to those gaps, this study used a learning…
Descriptors: Computer Games, Peer Relationship, Comparative Analysis, Feedback (Response)
Lin, Chi-Jen; Hwang, Gwo-Jen; Fu, Qing-Ke; Chen, Jing-Fang – Educational Technology & Society, 2018
English business writing is an important and challenging course for English as Foreign Language (EFL) students since it is not only related to English writing skills, but also to business knowledge. Context-game based learning seems to be a good approach to situating students in a meaningful and interesting practicing environment, which could…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Business Communication
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen – Educational Technology & Society, 2013
Learning styles are considered to be one of the factors that need to be taken into account in developing adaptive learning systems. However, few studies have been conducted to investigate if students have the ability to choose the best-fit e-learning systems or content presentation styles for themselves in terms of learning style perspective. In…
Descriptors: Cognitive Style, Student Needs, Educational Games, Cognitive Processes
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction
Hwang, Gwo-Jen; Wu, Po-Han; Chen, Chi-Chang – Computers & Education, 2012
In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board corresponds to a gaming task, which could be a web-based information-searching question or a mini-game; the…
Descriptors: Internet, Natural Sciences, Problem Solving, Science Curriculum