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Wu, Ting-Ting; Liu, Wei-Shan – Educational Technology & Society, 2022
Innovation in the design of curricula is widely discussed. Innovative curricula expose students to a diverse range of learning environments and prompt them to ask questions, stimulating their creativity and allowing them to develop a sense of initiative and to hone their problem-solving skills and ability to apply knowledge to practice. The…
Descriptors: Instructional Effectiveness, Toys, Authentic Learning, Creative Thinking
Pai, Kai-Chih; Kuo, Bor-Chen; Liao, Chen-Huei; Liu, Yin-Mei – Educational Psychology, 2021
The present study aims to examine the pedagogical effectiveness of a Chinese mathematical dialogue-based intelligent tutoring system used for teaching mathematics. The mathematical unit 'multiplication and division of time expressions' was taught to 134 fifth-grade students in three types of instruction conditions: the intelligent tutoring system…
Descriptors: Dialogs (Language), Intelligent Tutoring Systems, Remedial Mathematics, Multiplication
Danial Hooshyar; Nour El Mawas; Yeongwook Yang – Knowledge Management & E-Learning, 2024
The use of learner modelling approaches is critical for providing adaptive support in educational computer games, with predictive learner modelling being among the key approaches. While adaptive supports have been shown to improve the effectiveness of educational games, improperly customized support can have negative effects on learning outcomes.…
Descriptors: Artificial Intelligence, Course Content, Tests, Scores
Lee, Sabrina Chia Jung – Journal of Problem Based Learning in Higher Education, 2019
Taiwan's university-level vocational education is faced with a growing need to strengthen students' soft skills as a means to increase job market eligibility. Students in Taiwan are usually not equipped with group learning skills in junior and senior high school education. These learning skills, however, are an essential component of a successful…
Descriptors: Foreign Countries, Scaffolding (Teaching Technique), Problem Based Learning, Job Skills
Chen, Yen Tzu; Liu, Che-Hung; Lee, Chih Yu – Education Quarterly Reviews, 2021
This study used CodeMonkey, an online learning platform through which elementary teachers can learn programming while playing games and experience how to integrate STEM into their courses. The study analyzed and examined their experiences using a qualitative research method. According to the research results, learning programming while playing…
Descriptors: Game Based Learning, Computer Games, Computer Science Education, STEM Education
Katherine A. Kim; F. Selin Bagci; Anwell Ho – IEEE Transactions on Education, 2024
Contribution: This study provides an implementation of a partially flipped classroom with gamification aspects that has shown a statistically significant increase in student performance relative to traditional lecture. Background: Electronic Circuits is a challenging required course for first-year students in the Electrical Engineering degree…
Descriptors: Flipped Classroom, Gamification, Student Improvement, Academic Achievement
Lo, C. Owen; Feng, Li-Chuan – Gifted Education International, 2020
The current study examined the effects of higher order thinking skills (HOTS) interventions with gifted students in Taiwan. A total of 25 studies published between 1997 and 2017 were included. Twenty-nine effect sizes were extracted for the 25 studies. The small number of existing studies indicates a lack of scholarly attention to HOTS in gifted…
Descriptors: Teaching Methods, Thinking Skills, Intervention, Academically Gifted
Sun, Koun Tem; Chen, Meng Hsun – International Journal of Information and Communication Technology Education, 2020
In this paper, the development of the MAR (mobile augmented reality) remedial teaching program is described. It allowed students to manipulate augmented objects through AURASMA app via internet and find leads to solve geometry problems regarding compound-cube-surface area. In order to foster students' spatial abilities, the program provided…
Descriptors: Foreign Countries, Elementary School Students, Grade 6, Elementary School Mathematics
Chien, Chin-Wen – Current Issues in Education, 2020
This study explored 45 Taiwanese undergraduates' learning about elementary school English education through problem based learning (PBL) in scenario analysis in a teacher education program in the northwestern Taiwan. The data analysis on the documentation, questionnaires, and participants' projects revealed the following findings. First, this…
Descriptors: Foreign Countries, Elementary Education, Preservice Teachers, Problem Based Learning
Su, King-Dow – Journal of Baltic Science Education, 2022
This research used mixed effects to construct a PBL-STEM (problem-based learning with STEM) questionnaire with high validity and reliability. The benefits of PBL-STEM focused on cross-disciplinary and longitudinal research to analyze students' self-efficacy in life science. All 175 university students who attended this course as an elective…
Descriptors: Interdisciplinary Approach, Biological Sciences, Educational Innovation, Problem Based Learning
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
Chang, Shao-Chen; Hsu, Ting-Chia; Chen, Yen-Ni; Jong, Morris Siu-yung – Interactive Learning Environments, 2020
With the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied in many industries, but is also used by scholars for education applications as it enables students to have an immersive learning experience to enhance their…
Descriptors: Video Technology, Computer Simulation, Science Instruction, Instructional Effectiveness
Hwang, Wu-Yuin; Utami, Ika Qutsiati; Purba, Siska Wati Dewi; Chen, Holly S. L. – IEEE Transactions on Learning Technologies, 2020
This paper aimed to investigate the effect of a mobile app on mathematics learning in authentic contexts. Authentic contexts contain rich resources wherein students can use authentic objects as aid in advanced educational technology-assisted mathematics learning. We designed Ubiquitous-Fraction (U-Fraction), a mobile application that helps…
Descriptors: Instructional Effectiveness, Mathematics Instruction, Mathematics Achievement, Web Based Instruction
Hsiao, Hsien-Sheng; Tsai, Fu-Hsing; Hsu, I.-Ying – Journal of Educational Computing Research, 2020
Past studies have suggested that young people lack knowledge regarding food safety, and that food safety education is appropriate for integration into science education since it often involves science knowledge. Thus, this study combined the methods of inquiry-based and game-based learning to develop a computer detective game, called the Poison…
Descriptors: Computer Games, Educational Games, Safety Education, Food
Chang, Ching-Yi; Kao, Chien-Huei; Hwang, Gwo-Jen – Educational Technology & Society, 2020
In various case-based training courses, such as engineering, science and medical courses, students need to learn not only the skills to deal with problems, but also the knowledge to identify problems and make correct decisions. Such educational objectives have been recognized by educators as being important but challenging. In this study, an RSI…
Descriptors: Critical Thinking, Decision Making, Blended Learning, Case Method (Teaching Technique)