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Yung-Hsiang Hu; Jo Shan Fu; Hui-Chin Yeh – Interactive Learning Environments, 2024
Artificial intelligence aims to restructure and process re-engineering education and teaching processes and accelerate the evolution of the whole education system from information to intelligence. Robotic Process Automation (RPA) robots learn by observing people at work, analyzing user processes repeatedly, and adjusting or correcting automated…
Descriptors: Intelligent Tutoring Systems, Robotics, Automation, Instructional Effectiveness
Chen, Beyin; Hwang, Gwo-Haur; Lin, Tze-Shiun – British Journal of Educational Technology, 2020
Past research has pointed out that a good grouping strategy can improve the learning effectiveness of collaborative learning. However, the grouping strategy adopted in most past research is static grouping. This results in some disadvantages. Therefore, this study developed an item bank-based collaborative practice system and proposed a dynamic…
Descriptors: Grouping (Instructional Purposes), Cooperative Learning, Item Banks, Undergraduate Students
Chen, Chih-Ming; Liu, Huimei; Huang, Hong-Bin – ReCALL, 2019
Many studies have demonstrated that vocabulary size plays a key role in learning English as a foreign language (EFL). In recent years, mobile game-based learning (MGBL) has been considered a promising scheme for successful acquisition and retention of knowledge. Thus, this study applies a mixed methodology that combines quantitative and…
Descriptors: Foreign Countries, Second Language Learning, English (Second Language), Educational Games
Lee, Chien I. – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Current mathematics education emphasizes techniques, formulas, and procedures, neglecting the importance of understanding, presentation, and reasoning. This turns students into passive listeners that are well-practiced only in using formulas that they do not understand. We therefore adopted the Polya problem-solving method to provide students with…
Descriptors: Mathematics Instruction, Prompting, Teaching Methods, Problem Solving
Yang, Yu-Fen; Harn, Ruey-Fen; Hwang, Gwo-Haur – Educational Technology & Society, 2019
Many students who study English as a foreign language (EFL) have difficulty transferring linguistic features between languages while writing. This study aims to investigate how college students improve their EFL writing with text revisions by using a bilingual concordancer (Chinese and English). A sample of 32 college students consented to…
Descriptors: Bilingualism, Indexes, English (Second Language), Second Language Learning
Huang, Wenyeh; Ho, Jonathan C. – Interactive Learning Environments, 2018
Considering a company's limited time and resources, an effective training method that improves employees' ability to make ethical decision is needed. Based on social cognitive theory, this study proposes that employing games in an ethics training program can help improve moral reasoning through actively engaging learners. The experimental design…
Descriptors: College Students, Moral Values, Thinking Skills, Learning Strategies
Chang, Ben; Lu, Fang-Chen – Asia-Pacific Education Researcher, 2018
Social media can benefit English as a foreign language (EFL) learning, but learners need a deliberate approach to pursue deeper learning. To this end, the aim of this study was to design a prewriting activity using a mobile-based concept map to assess participants' writing performance in different aspects of writing. The designed prewriting…
Descriptors: Social Media, Prewriting, English (Second Language), Second Language Learning
Yao, Ching-Bang – IEEE Transactions on Learning Technologies, 2017
Although m-learning applications have been widely researched, few studies have investigated applying adaptive learning content to various learning environments and efficient input interfaces. This study combined a context-aware mechanism, which can be used to provide suitable learning information anytime and anyplace by using GPS technology, with…
Descriptors: Electronic Learning, Educational Technology, Usability, Individualized Instruction
Liu, Chiung-Lin – Interactive Learning Environments, 2017
This study used OpenTTD, a video game that supports in-depth experiential learning, to evaluate undergraduate students' opinions regarding supply chain and logistics management learning. The 101 undergraduate participants were assigned to either an experimental group or a control group. From the post-test questionnaires, the analytical results…
Descriptors: Undergraduate Students, Control Groups, Experimental Groups, Questionnaires
Chen, Zhi-Hong; Lee, Shu-Yu – Educational Technology & Society, 2018
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components: application scenario, subject learning, and learning regulation. An empirical study is further conducted…
Descriptors: Educational Games, Young Children, Elementary School Students, Grade 4
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
Liu, Chen-Chung; Lu, Kuan-Hsien; Wu, Leon Yufeng; Tsai, Chin-Chung – Educational Technology & Society, 2016
Many studies have pointed out the significant contrast between the creative nature of Web 2.0 learning activities and the structured learning in school. This study proposes an approach to leveraging Web 2.0 learning activities and classroom teaching to help students develop both specific knowledge and creativity based on Csikzentmihalyi's system…
Descriptors: Peer Evaluation, Creativity, Story Telling, Self Efficacy
Chin, Kai-Yi; Lee, Ko-Fong; Chen, Yen-Lin – Interactive Learning Environments, 2018
This paper proposes a novel interactive ubiquitous learning system (IULS) for authentically teaching a cultural heritage course and imparting relevant concepts to students. Experimental results demonstrated that learning performance was significantly improved after students used the IULS. This study also demonstrated that students using the IULS…
Descriptors: Heritage Education, Cultural Background, Electronic Learning, Educational Technology
Smith, Cary Stacy; Hung, Li-Ching – Interactive Learning Environments, 2017
In Taiwan, teaching focuses around lecturing, with students having little opportunity to interact with each other. Problem-based learning (PBL) is a means of instruction where students learn the subject by being active participants in the pedagogical process, with the emphasis on problem-solving. In this study, the authors investigated whether PBL…
Descriptors: Foreign Countries, Problem Based Learning, Computer Literacy, Self Efficacy
Tseng, Wen-Chih – Journal of College Student Development, 2017
The effectiveness of an intervention using LEGO® SERIOUS PLAY® (LSP), a reflective tool using LEGO® building bricks, to speed the development of narrative identity in economically disadvantaged college students was studied. A longitudinal experimental study with non equivalent experimental/control groups (N = 45) was conducted to examine whether…
Descriptors: Intervention, Teaching Methods, Instructional Effectiveness, Toys