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Roberts, Amy; Ching, Gregory S. – International Journal of Learning Technology, 2023
The flipped classroom has gained widespread popularity as a form of blended learning. In this form, students engage in active learning in the classroom while completing their readings at home. The article presents the results of a longitudinal mixed-methods study on student satisfaction in a flipped classroom undergraduate course at a Taiwanese…
Descriptors: Student Satisfaction, Flipped Classroom, Foreign Countries, Blended Learning
Jennifer A. Cardenas Castaneda; Pei-Chun Lin; Patrick C. K. Hung; Hua-Xu Zhong; Hao-An Tseng; Yung-Fa Huang; Rafiq Ahmad – Smart Learning Environments, 2025
Education in science, technology, engineering, and mathematics (STEM) is essential to achieving continued technological advancement. The most critical years for instilling knowledge are during childhood, and a strategic way to accomplish this is through playful materials. Therefore, there is a need to develop more inclusive solutions to achieve…
Descriptors: Instructional Design, STEM Education, Visual Impairments, Students with Disabilities
Wan-Ling Huang – Teaching Public Administration, 2024
This study aims to propound an instructional design for a service-learning course grounded in public problem analysis and verify its immediate and sustained outcomes through the actual instructional process. A quasi-experimental research design was adopted wherein students who were enrolling in a service-learning course were considered as a…
Descriptors: Teaching Methods, Service Learning, Public Administration, Student Projects
Heng-Sheng Lin; Chih-Yun Chiang; Cheng-Wei Huang; Chao-Cian Wu; Shuo-Jun Hong – International Journal of Game-Based Learning, 2025
Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game.…
Descriptors: Foreign Countries, Learning Motivation, Active Learning, Feedback (Response)
Wu, Wen-Chi Vivian; Manabe, Kinnosuke; Marek, Michael W.; Shu, Yu – Journal of Research on Technology in Education, 2023
This study aimed to foster development of the 21st-century five core competencies, including Creativity and innovation, Critical thinking and problem solving, Communication, Collaboration, and Computer-information literacy using Student-Centered Active Learning in an instructional design in which student groups created their own virtual reality…
Descriptors: 21st Century Skills, Computer Simulation, Creativity, Innovation
Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Baltic Science Education, 2020
This research aimed to develop a computer detective game for science education to provide students in experiencing real-world problem-solving after learning electricity-related knowledge, and to explore the effects of designing the guidance of process constraints and prompts into this game. To explore the effects of guidance, two different game…
Descriptors: Computer Games, Game Based Learning, Guidance, Problem Solving
Chen, Rosa Huiju – Education Sciences, 2021
This paper illustrates the efficiency of implementing an inquiry-based teaching and learning module on the development of workplace communication competence and collaborative mindset in a college-level English as a Foreign Language context. In particular, the study highlights the 5E constructivist approach as the pedagogical foundation and…
Descriptors: Communication Skills, Interpersonal Competence, Problem Solving, Cooperation
Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung – British Journal of Educational Technology, 2013
Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…
Descriptors: Active Learning, Instructional Design, Learning Strategies, Computer Simulation
Hu, Hsin-Wen; Chiou, Guey-Fa – Turkish Online Journal of Educational Technology - TOJET, 2012
This study explored the types, frequencies and quality of student questioning based on three kinds of question-stems (detailed-stem, simple-stem, and no-stem). A questioning-supported thinking and learning system (QSTLS) was developed to scaffold stem-based student questioning. One hundred fifth-grade students participated in this study. Students…
Descriptors: Foreign Countries, Active Learning, Learning Strategies, Questioning Techniques
Lin, Peng-Chun; Hou, Huei-Tse; Wang, Shu-Ming; Chang, Kuo-En – Computers & Education, 2013
In recent years, social networking services (SNSs), for example, Facebook, have shown exponential growth in their number of users. Witnessing the popularity of these SNSs, educational researchers have also explored the potential educational value of using SNSs. Despite the few studies that have investigated learners' attitudes toward and the…
Descriptors: Foreign Countries, Student Projects, Active Learning, Student Behavior
Chen, Ching-Huei; Chan, Lim-Ha – Journal of Technology and Teacher Education, 2011
This study investigated the effectiveness and impacts of process prompts on students' learning and computer self-efficacy within the technology-enabled project-based learning (PBL) context in an undergraduate educational technology course. If the aim is to prepare prospective teachers to effectively, efficiently, and engagingly use technologies in…
Descriptors: Foreign Countries, Student Projects, Self Efficacy, Web Based Instruction
Huang, Kuo-Hung – Journal of Geography in Higher Education, 2011
In recent years, professional practice has been an issue of concern in higher education. The purpose of this study is to design students' projects to facilitate collaborative learning in authentic contexts. Ten students majoring in Management Information Systems conducted fieldwork with spatial technologies to collect data and provided information…
Descriptors: Foreign Countries, Student Attitudes, Management Information Systems, Community Programs
Shieh, Ruey S. – Computers & Education, 2012
Technology-Enabled Active Learning (TEAL) is a pedagogical innovation established in a technology-enhanced multimedia studio, emphasizing constructivist-oriented teaching and learning. In Taiwan, an increasing number of schools are adopting the TEAL notion to deliver courses. This study examines the impact of TEAL on both student performance and…
Descriptors: Foreign Countries, Educational Technology, Constructivism (Learning), Science Activities
Hou, Huei-Tse – Turkish Online Journal of Educational Technology - TOJET, 2010
Project-based learning using online learning environments is becoming increasingly popular. To in-depth explore the behavioural patterns and limitations faced by students in project-based learning where online forums are used. This study conducted an empirical case study of an online project-based learning activity in a management course, in which…
Descriptors: Foreign Countries, College Students, Electronic Learning, Student Projects
Shieh, Ruey S.; Chang, Wheijen; Liu, Eric Zhi-Feng – Australasian Journal of Educational Technology, 2011
This study explored the impact of "Technology Enabled Active Learning" (TEAL) on students learning general physics, focusing on differences between genders and among various achievement levels. A quasi-experimental investigation was conducted on two semesters of courses offered in 2008. Data sources consisted of pre-tests, post-tests,…
Descriptors: Foreign Countries, Active Learning, Experimental Groups, Control Groups
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