Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 3 |
Since 2006 (last 20 years) | 3 |
Descriptor
Author
Chen, Jun-Ming | 1 |
Chu, Hui-Chun | 1 |
Hung, Cheng-Yu | 1 |
Kuo, Fan-Ray | 1 |
Liu, Jia-Yin | 1 |
Nine, Wei Tung | 1 |
Sun, Jerry Chih-Yuan | 1 |
Tang, Joni Tzuchen | 1 |
Wang, Yi Chen | 1 |
Yang, Shu-Min | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Early Childhood Education | 2 |
Elementary Education | 2 |
Grade 3 | 1 |
Grade 7 | 1 |
Grade 8 | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Preschool Education | 1 |
Primary Education | 1 |
Secondary Education | 1 |
Audience
Location
Taiwan | 3 |
Laws, Policies, & Programs
Assessments and Surveys
Motivated Strategies for… | 1 |
What Works Clearinghouse Rating
Tang, Joni Tzuchen; Nine, Wei Tung; Wang, Yi Chen – Education and Information Technologies, 2023
Children always have a natural inclination to play, so the purpose of game-based learning is to establish a way for children to acquire knowledge while playing. This study is to discover the relationship between children's play preferences and learning performances toward a mathematics mobile game we designed. The tablet game we designed,…
Descriptors: Preschool Education, Preschool Children, Mathematics Education, Game Based Learning
Chu, Hui-Chun; Chen, Jun-Ming; Kuo, Fan-Ray; Yang, Shu-Min – Educational Technology & Society, 2021
Although game-based learning strategies have been used in mathematics education for a period of time, the potential for enhancing students' learning achievement and math self-efficacy is still being explored. Students need to face complex mathematics concepts and calculations in mathematics courses. Even though using games to learn mathematics may…
Descriptors: Game Based Learning, Remedial Instruction, Mathematics Achievement, Individualized Instruction
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Liu, Jia-Yin – Interactive Learning Environments, 2019
This study aimed to investigate the effect of flipped classrooms integrated with massive open online courses (MOOCs) and game-based learning on the learning motivation and learning outcomes of students from different backgrounds (in terms of gender, grade, self-confidence indicators in mathematics, and roles played in the game-based learning…
Descriptors: Blended Learning, Online Courses, Game Based Learning, Instructional Effectiveness