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Showing 1 to 15 of 21 results Save | Export
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Yeh, Fan-Yu; Tran, Ngoc-Huy; Hung, Shih Hsun; Huang, Chin-Fei – International Journal of Science and Mathematics Education, 2022
This study integrated environmental issues as the initial problem to explore the process of problem-solving of high school students and proposes the concept of environmental problem-solving (EPS) to probe the interaction between high school students' scientific performance and EPS strategies. There were 139 high school students in Taiwan who…
Descriptors: Problem Solving, High School Students, Knowledge Level, Environment
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Ting-Ting Wu; Hsin-Yu Lee; Pei-Hua Chen; Chia-Ju Lin; Yueh-Min Huang – Journal of Computer Assisted Learning, 2025
Background: Science, Technology, Engineering, and Mathematics (STEM) education in Asian universities struggles to integrate Knowledge, Skills, and Attitudes (KSA) due to large classes and student reluctance. While ChatGPT offers solutions, its conventional use may hinder independent critical thinking. Objectives: This study introduces PA-GPT,…
Descriptors: Peer Evaluation, Artificial Intelligence, Natural Language Processing, Technology Uses in Education
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Chang, Yu-Ping; Krawitz, Janina; Schukajlow, Stanislaw; Yang, Kai-Lin – ZDM: The International Journal on Mathematics Education, 2020
Mathematization is critical in providing students with challenges for solving modelling tasks. Inadequate assumptions in a modelling task lead to an inadequate situational model, and to an inadequate mathematical model for the problem situation. However, the role of assumptions in solving modelling problems has been investigated only rarely. In…
Descriptors: Foreign Countries, Mathematical Models, Problem Solving, Mathematics Instruction
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Chieh-Ju Tsao; Chun-Sheng Chang; Chih-Hung Chen – Journal of Educational Computing Research, 2025
Prior research has emphasized that two-tier tests are an effective approach to guiding students through game tasks; furthermore, self-efficacy, which is potentially related to students' surroundings and academic performance, has a positive impact on students' cognitive outcomes in games. This implies the significance of conducting a study to probe…
Descriptors: Game Based Learning, Elementary School Students, Grade 6, Foreign Countries
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Chou, Yu-Chi – Education and Training in Autism and Developmental Disabilities, 2023
The ESCAPE curriculum model was developed to enhance emotional awareness and behavioral support for students with autism spectrum disorder (ASD) to help with stressful events and escape from emotional distress. The instructional phases represent an emotion regulatory process: starting with emotional and behavioral awareness, followed by…
Descriptors: Emotional Response, Autism Spectrum Disorders, Students with Disabilities, Stress Management
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Hong, Jon-Chao; Tsai, Chi-Ruei; Tai, Kai-Hsin – Research in Science & Technological Education, 2023
Background: The linkage between group members' characteristics, group cohesiveness, knowledge application, and competitive performance has rarely been studied. Purpose: This study aimed to explore the correlations among individual characteristics (i.e. prosociality), collective mind (i.e. collective efficacy and cohesiveness), and how these…
Descriptors: Scientific Literacy, Knowledge Level, STEM Education, Art Education
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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
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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
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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
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Cheng, Shu-Chen; Chang, Shing-Lin – Problems of Education in the 21st Century, 2019
This research focuses on the approach adopted by a university of science and technology in Taiwan (hereinafter the university) to develop students' employability indices and to explore the questionnaire analyses. The university developed the "Employability Map; E-Map" by weighting the learning hours, which was used to evaluate students'…
Descriptors: Employment Qualifications, College Students, College Graduates, Alumni
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Sung, Han-Yu; Hwang, Gwo-Jen – Interactive Learning Environments, 2018
Researchers have recognized the potential of educational computer games in improving students' learning engagement and outcomes; however, facilitating effective learning behaviors during the gaming process remains an important and challenging issue. In this paper, a collaborative knowledge construction strategy was incorporated into an educational…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Teaching Methods
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Huang, Hsin-Mei E. – International Journal of Science and Mathematics Education, 2017
This study examined the effectiveness of 3 curriculum interventions focused on strengthening children's ability to solve area measurement problems and explored the instructional perspectives of the instructor who implemented the interventions. The interventions involved various degrees of emphasis on area measurement and knowledge of 2-dimensional…
Descriptors: Foreign Countries, Curriculum, Program Effectiveness, Intervention
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Ho, Hsin-Ning Jessie; Liang, Jyh-Chong – International Journal of Science Education, 2015
This study explores the relationships among Taiwanese high school students' scientific epistemic beliefs (SEBs), conceptions of learning science (COLS), and motivation of learning science. The questionnaire responses from 470 high school students in Taiwan were gathered for analysis to explain these relationships. The structural equation modeling…
Descriptors: Foreign Countries, High School Students, Epistemology, Beliefs
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Hung, Cheng-Yu; Kuo, Fang-O.; Sun, Jerry Chih-Yuan; Yu, Pao-Ta – IEEE Transactions on Learning Technologies, 2014
This study, based on Taiwanese geographical concepts, develops a multi-touch interactive jigsaw puzzle (MIJP) to assist primary school students in solving geographical puzzles. The MIJP, which has multi-touch operating characteristics and provides two kinds of scaffolding tools, each with a different level of difficulty, can assist students in…
Descriptors: Foreign Countries, Teaching Methods, Educational Games, Educational Technology
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Chen, Mei-Yung; Hong, Jon-Chao; Hwang, Ming-Yueh; Wong, Wan-Tzu – Educational Gerontology, 2013
The venerable aphorism "an old dog cannot learn new tricks" implies that the elderly rarely learn anything new--in particular, scientific knowledge. On the basis of "learning by doing," the present study emphasized knowledge application (KA) as elderly subjects collaborated on the design of a toy flying saucer (UFO). Three…
Descriptors: Foreign Countries, Older Adults, Cooperative Learning, Prior Learning
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