Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 3 |
| Since 2017 (last 10 years) | 6 |
| Since 2007 (last 20 years) | 6 |
Descriptor
| Behavior Patterns | 6 |
| Cooperative Learning | 6 |
| Game Based Learning | 6 |
| Educational Games | 4 |
| Problem Solving | 4 |
| Cognitive Processes | 3 |
| Foreign Countries | 3 |
| Student Behavior | 3 |
| Electronic Learning | 2 |
| History Instruction | 2 |
| Instructional Effectiveness | 2 |
| More ▼ | |
Source
| Asia-Pacific Education… | 1 |
| Education and Information… | 1 |
| Educational Technology &… | 1 |
| Interactive Learning… | 1 |
| International Educational… | 1 |
| Journal of Educational… | 1 |
Author
| Hou, Huei-Tse | 2 |
| Bradford Mott | 1 |
| Chang, Kuo-En | 1 |
| Chou, Yi-Shiuan | 1 |
| Chu, Hui-Chun | 1 |
| Cindy Hmelo-Silver | 1 |
| Daeun Hong | 1 |
| Halim Acosta | 1 |
| Hsu, Ting-Chia | 1 |
| Huei-Tse Hou | 1 |
| James Lester | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 6 |
| Journal Articles | 5 |
| Speeches/Meeting Papers | 1 |
Education Level
| Secondary Education | 5 |
| Middle Schools | 4 |
| Elementary Education | 3 |
| Junior High Schools | 3 |
| High Schools | 2 |
| Grade 5 | 1 |
| Grade 7 | 1 |
| Grade 8 | 1 |
| Intermediate Grades | 1 |
Audience
Location
| Taiwan | 2 |
| Taiwan (Taipei) | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Halim Acosta; Seung Lee; Daeun Hong; Wookhee Min; Bradford Mott; Cindy Hmelo-Silver; James Lester – International Educational Data Mining Society, 2025
Understanding the relationship between student behaviors and learning outcomes is crucial for designing effective collaborative learning environments. However, collaborative learning analytics poses significant challenges, not only due to the complex interplay between collaborative problem-solving and collaborative dialogue but also due to the…
Descriptors: Learning Analytics, Cooperative Learning, Student Behavior, Prediction
Yi-Shiuan Chou; Huei-Tse Hou; Kuo-En Chang – Education and Information Technologies, 2024
The trend in history education is gradually emphasizing the development of historical thinking and collaborative problem-solving skills, which are expected to enhance the breadth and depth of learners' thinking. The integration of game-based learning with collaborative problem-solving activities designed for historical thinking is expected to help…
Descriptors: History Instruction, Instructional Effectiveness, Behavior Patterns, Cognitive Processes
Chou, Yi-Shiuan; Hou, Huei-Tse; Chang, Kuo-En; Su, Chien-Lun – Interactive Learning Environments, 2023
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners' cognitive thinking in history learning. This empirical…
Descriptors: Cognitive Processes, Handheld Devices, Electronic Learning, Thinking Skills
Kuo, Wei-Chen; Hsu, Ting-Chia – Asia-Pacific Education Researcher, 2020
This study utilized unplugged computational thinking learning material named Robot City as the instructional material. The board game corresponds to structural programming, including sequential structure, conditional structure, repetitive structure, and the modeling concept of calling a procedure in programming languages. According to the…
Descriptors: Thinking Skills, Computation, Educational Games, Instructional Materials
Hou, Huei-Tse; Keng, Su-Han – Journal of Educational Computing Research, 2021
The design and application of educational board games have been emphasized in game-based learning. The integration of educational board games and augmented reality (AR) can help provide extensive cognitive-scaffolding for learners. This study proposed a dual-scaffolding framework that integrated peer-scaffolding and cognitive-scaffolding for an AR…
Descriptors: Scaffolding (Teaching Technique), Peer Relationship, Computer Simulation, Educational Games
Chu, Hui-Chun; Wang, Chun-Chieh; Wang, Lin – Educational Technology & Society, 2019
EFL (English as a foreign language) students usually learn by rote when they study English grammar. They usually memorize all the grammar rules mechanically instead of learning grammar in a structured way. Researchers have suggested that students can internalize knowledge via using knowledge construction tools and collaborated learning activities.…
Descriptors: Instructional Effectiveness, Concept Mapping, Cooperative Learning, Game Based Learning

Peer reviewed
Direct link
