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Chen, Ching-Huei; Law, Victor; Huang, Kun – Educational Technology Research and Development, 2023
Educational games are becoming increasingly prevalent. Recently, adaptive game-based learning to accommodate diverse learners has received considerable attention. The current study aims to explore the effect of adaptive scaffolding from a multidimensional engagement perspective. A total of 61 students from a Taiwan secondary school studied…
Descriptors: Scaffolding (Teaching Technique), Learner Engagement, Computer Games, Educational Games
Cheng-Tai Li; Huei-Tse Hou; Wei-Shen Lin – Research in Science & Technological Education, 2024
Background: Educational board games have been receiving attention from educators in recent years. Designing the rules of board games based on cognitive theory, and further analysing educational board games from more dimensions are important issues that warrant further study. Purpose: The research designed a board game called Chemistry Story to…
Descriptors: Foreign Countries, Junior High School Students, Grade 8, Chemistry
Chen, Liwen – Educational Technology & Society, 2023
The aim of this Q-study was to identify and categorize learners' learning styles and preferences with regard to the incorporation of gamification-enhanced activities in a partially flipped gamified classroom during a Taiwan university eighteen week's Introduction to Marketing course. Q-methodology was used because it identifies assorted viewpoints…
Descriptors: Cognitive Style, Flipped Classroom, Teaching Methods, Q Methodology
Chen, Yen-Chieh; Lu, Yu-Ling; Lien, Chi-Jui – Interactive Learning Environments, 2021
Students' engagement in a learning environment has been a crucial factor in evaluating the quality of learning and predicting their academic success. With technologies being more applied in science education for enhancing learning engagement, it is important to study how learning environments with different levels of technological engagement…
Descriptors: Technology Integration, Game Based Learning, Video Technology, Conventional Instruction
Chen, Yu-Chi; Hou, Huei-Tse; Wu, Chang-Hsin – Journal of Educational Computing Research, 2023
A scaffolding-based mind tool was designed to allow teachers to easily create lesson plans for in-class gamified activities and to embed various scaffoldings in the lesson plan design. The purpose of this study was to investigate the learning outcomes of a scaffolding-based mind tool integrated with gamified learning activities applied to a…
Descriptors: Scaffolding (Teaching Technique), Teaching Methods, Game Based Learning, Instructional Effectiveness
Chou, Pao-Nan; Chang, Chi-Cheng; Hsieh, Shih-Wan – Technology, Pedagogy and Education, 2020
The purpose of the current study was to investigate students' overall learning process during the implementation of educational escape-the-room games (EERGs) in classrooms. This study adopted a two-stage case-study methodology, namely single-case and multi-case designs. In the first stage, a well-designed EERG for a Chinese language class was…
Descriptors: Teaching Methods, Educational Games, Educational Technology, Technology Uses in Education