Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 7 |
Descriptor
Source
Educational Technology… | 7 |
Author
Huang, Yueh-Min | 2 |
Abdollahi, Abbas | 1 |
Ahmad, Rodina Binti | 1 |
Chang, Shao-Chen | 1 |
Chu, Hui-Chun | 1 |
Dirin, Amir | 1 |
Fathi, Moein | 1 |
Hooshyar, Danial | 1 |
Horng, Shi-Jinn | 1 |
Huang, Iwen | 1 |
Huang, Shu-Hsien | 1 |
More ▼ |
Publication Type
Journal Articles | 7 |
Reports - Research | 4 |
Reports - Evaluative | 2 |
Reports - Descriptive | 1 |
Education Level
Elementary Education | 4 |
Grade 5 | 2 |
Intermediate Grades | 2 |
Middle Schools | 2 |
Early Childhood Education | 1 |
Elementary Secondary Education | 1 |
Primary Education | 1 |
Audience
Location
South Korea | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Hooshyar, Danial; Ahmad, Rodina Binti; Yousefi, Moslem; Fathi, Moein; Abdollahi, Abbas; Horng, Shi-Jinn; Lim, Heuiseok – Educational Technology Research and Development, 2016
Nowadays, intelligent tutoring systems are considered an effective research tool for learning systems and problem-solving skill improvement. Nonetheless, such individualized systems may cause students to lose learning motivation when interaction and timely guidance are lacking. In order to address this problem, a solution-based intelligent…
Descriptors: Intelligent Tutoring Systems, Technology Integration, Educational Games, Formative Evaluation
Huang, Yueh-Min; Huang, Shu-Hsien; Wu, Ting-Ting – Educational Technology Research and Development, 2014
Mathematics is closely related to daily life, but it is also one of the lessons which often cause anxiety to primary school students. Digital game-based learning (DGBL) has been regarded as a sound learning strategy in raising learner willingness and interest in many disciplines. Thus, ways of designing a DGBL system to mitigate anxiety are well…
Descriptors: Mathematics Anxiety, Elementary School Mathematics, Elementary School Students, Primary Education
Chu, Hui-Chun; Chang, Shao-Chen – Educational Technology Research and Development, 2014
Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test…
Descriptors: Educational Technology, Computer Games, Educational Games, Program Effectiveness
Laine, Teemu H.; Nygren, Eeva; Dirin, Amir; Suk, Hae-Jung – Educational Technology Research and Development, 2016
Lack of motivation and of real-world relevance have been identified as reasons for low interest in science among children. Game-based learning and storytelling are prominent methods for generating intrinsic motivation in learning. Real-world relevance requires connecting abstract scientific concepts with the real world. This can be done by…
Descriptors: Foreign Countries, Elementary School Students, Grade 5, Science Education
Huang, Yong-Ming; Huang, Yueh-Min – Educational Technology Research and Development, 2015
Vocabulary is the foundation for students who learn a foreign language. Nevertheless, students may be bored by the painstaking process of rote learning. To this end, this study designed a handheld sensor-based vocabulary game based on a scaffolding strategy for improving students' motivation and achievement in vocabulary learning. On the one hand,…
Descriptors: Scaffolding (Teaching Technique), Handheld Devices, Vocabulary Development, Vocabulary Skills
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Huang, Iwen; Tsai, Chin-Chung – Educational Technology Research and Development, 2012
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into consideration, students might only show temporary interest during the learning process, and their learning…
Descriptors: Cognitive Style, Learning Motivation, Program Effectiveness, Natural Sciences
Ke, Fengfeng – Educational Technology Research and Development, 2008
This article reports findings on a study of educational computer games used within various classroom situations. Employing an across-stage, mixed method model, the study examined whether educational computer games, in comparison to traditional paper-and-pencil drills, would be more effective in facilitating comprehensive math learning outcomes,…
Descriptors: Computers, Educational Games, Metacognition, Mathematics Achievement