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Ching-Yi Chang; Intan Setiani; Jie Chi Yang – Journal of Educational Computing Research, 2025
Traditional teaching methods often limit interactive learning, negatively impacting students' motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape…
Descriptors: Educational Games, Puzzles, Computer Assisted Instruction, Electronic Learning
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
Lan, Pei-Shan; Liu, Ming-Chou; Baranwal, Divya – Interactive Learning Environments, 2023
This research is designed to find out whether joining an online community combined with contract learning can enhance the learning motivation of students, promote their self-regulated learning, and improve their academic achievements. In this regard, quasi-experiment research was conducted at primary level students in which the experimental group…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Elementary School Students
Lai, Ting-Ling; Lin, Fang Ting; Yueh, Hsiu-Ping – Interactive Learning Environments, 2020
The purpose of this study is to explore the effectiveness of team-based flipped learning classes on students' learning achievement and motivation. Eighty-two students in two economics classes at a vocational high school participated in the study. This study adopted a pre-test and post-test quasi-experiment design with two teaching approaches…
Descriptors: Blended Learning, Teamwork, Vocational High Schools, Economics Education
Tsai, Chia-Wen; Shen, Pei-Di; Chiang, I-Chun; Chen, Wen-Yu; Chen, Yi-Fen – Interactive Learning Environments, 2018
The application of online learning and educational technologies in higher education has changed teaching methods, the channels of delivering learning materials, and modes of communication between teachers and students. This study is aimed to improve learning effects and investigate, via quasi-experiments, the effects of web-mediated…
Descriptors: Foreign Countries, Undergraduate Students, Web Based Instruction, Cooperative Learning
Chiang, Tosti H. C.; Yang, Stephen J. H.; Hwang, Gwo-Jen – Educational Technology & Society, 2014
In this study, an augmented reality-based mobile learning system is proposed for conducting inquiry-based learning activities. An experiment has been conducted to examine the effectiveness of the proposed approach in terms of learning achievements and motivations. The subjects were 57 fourth graders from two classes taught by the same teacher in…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Academic Achievement
Shih, Ying-Chun; Reynolds, Barry Lee – RELC Journal: A Journal of Language Teaching and Research, 2015
Think-Pair-Share, a cooperative discussion strategy developed by Frank Lyman and colleagues (1981), is often utilized in first language contexts but rarely in second language (L2) contexts. To investigate its usefulness in the L2 context, a traditional English as a Foreign Language (EFL) reading class was transformed by integrating…
Descriptors: Reading Strategies, Reading Instruction, English (Second Language), Second Language Learning
Chen, Ching-Huei; Wang, Kuan-Chieh; Lin, Yu-Hsuan – Educational Technology & Society, 2015
In this study, we investigated and compared solitary and collaborative modes of game-based learning in promoting students' science learning and motivation. A total of fifty seventh grade students participated in this study. The results showed that students who played in a solitary or collaborative mode demonstrated improvement in learning…
Descriptors: Grade 7, Middle School Students, Learning Motivation, Cooperative Learning
Jong, Bin-Shyan; Lai, Chien-Hung; Hsia, Yen-Teh; Lin, Tsong-Wuu; Lu, Cheng-Yu – IEEE Transactions on Education, 2013
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative…
Descriptors: Cooperative Learning, Learning Motivation, Computer Games, Educational Technology
Hwang, Gwo-Haur; Chu, Hui-Chun; Chen, Beyin; Cheng, Zheng Shan – International Journal of Distance Education Technologies, 2014
The rapid progress of wireless communication, sensing, and mobile technologies has enabled students to learn in an environment that combines learning resources from both the real world and the digital world. It can be viewed as a new learning style which has been called context-aware ubiquitous learning. Most context-aware ubiquitous learning…
Descriptors: Web 2.0 Technologies, Electronic Learning, Educational Technology, Experiential Learning
The Impact of Integrating Technology and Social Experience in the College Foreign Language Classroom
Chen, Yulin – Turkish Online Journal of Educational Technology - TOJET, 2013
Technology has been used widely in the field of education for a long period of time. It is a useful tool which could be a mediation to help language learners to learn the target language. In order to investigate how technology and social experience can be integrated into courses to promote language learners' desire to learn English, the researcher…
Descriptors: Second Language Instruction, Second Language Learning, Technology Integration, Teaching Methods
Chin-Fei, Huang; Chia-Ju, Liu – Online Submission, 2012
The purpose of this study is to explore the influences of students' learning motivation on Web-based collaborative learning. This study conducted learning materials of Web pages about science and collaborative learning, a motivation questionnaire and interviews were used for data collection. Eighty Grade 5 students and a science teacher were…
Descriptors: Learning Motivation, Homework, Internet, Experimental Groups
Pan, Ching-Ying; Wu, Hui-Yi – English Language Teaching, 2013
This experimental study aims to investigate the effects of using cooperative learning to enhance the English reading comprehension and learning motivation of EFL freshmen by comparing the cooperative learning instruction and traditional lecture instruction. This experiment was implemented in a Freshman English Reading course, a two credit course,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
Lin, Li Li – ProQuest LLC, 2010
The problem: The purpose of this study was to examine the perspectives of both teachers and students toward the CL (Cooperative Learning) Jigsaw technique as an instructional approach within university level English learning in Taiwan. Method: A qualitative descriptive approach was utilized to discover and interpret the elements of both…
Descriptors: Learning Motivation, Cooperative Learning, Questionnaires, Foreign Countries
ChanLin, Lih-Juan – Innovations in Education and Teaching International, 2009
An important facet of effective Web-based instructional design is the consideration of learning activities to stimulate students' learning motivation. In order to create a motivating interaction environment, the design of motivational strategies to foster student interest in learning is essential. The study employed Keller's ARCS Motivational…
Descriptors: Web Based Instruction, Instructional Design, Learning Activities, Learning Motivation
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