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Showing 1 to 15 of 28 results Save | Export
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Lai, Ting-Ling; Lin, Fang Ting; Yueh, Hsiu-Ping – Interactive Learning Environments, 2020
The purpose of this study is to explore the effectiveness of team-based flipped learning classes on students' learning achievement and motivation. Eighty-two students in two economics classes at a vocational high school participated in the study. This study adopted a pre-test and post-test quasi-experiment design with two teaching approaches…
Descriptors: Blended Learning, Teamwork, Vocational High Schools, Economics Education
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Hsiao, I-Chun Vera; Hung, Shao-Ting Alan; Huang, Heng-Tsung Danny – Journal of Research on Technology in Education, 2023
The flipped classroom approach has been extensively adopted in STEM disciplines, while little empirical evidence has been found in language teaching and learning, especially in the English for Specific Purposes (ESP) context. This quasi-experimental study aimed to explore how the flipped classroom approach affected non-English majors'…
Descriptors: Flipped Classroom, English for Special Purposes, English (Second Language), College Students
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Sun, Jerry Chih-Yuan; Hsieh, Pei-Hsun – Educational Technology & Society, 2018
This study combined the gamification element and an interactive response system (IRS) in the development of a gamified IRS, and examined its effects on the intrinsic and extrinsic motivation, engagement, and attention of junior high school students when learning English. The quasi-experimental research method comprised the scales for measuring…
Descriptors: Educational Games, Audience Response Systems, Learning Motivation, Learner Engagement
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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
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Tai, Tien-En; Tang, Chia Wei – Asia Pacific Journal of Education, 2021
In Asia, in order to keep up with internationalization, the English-Medium Instruction (EMI) course has become a phenomenon in higher education. In turn, EMI literature has increasingly focused on the role of instructor's pedagogy in reducing students' negative response to EMI courses. Additionally, we further explore, from the students'…
Descriptors: Graduate Students, Student Attitudes, Business Administration Education, Asians
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Palalas, Agnieszka; Wark, Norine – Australasian Journal of Educational Technology, 2020
A systematic review of 38 primary research peer-reviewed articles, drawn from six databases and spanning from January 2007 to January 2019, was conducted to determine the principle information that they collectively offered on the relationship between mobile learning (mlearning) and self-regulated learning (SRL). In answering the research…
Descriptors: Electronic Learning, Self Management, Educational Research, Research Methodology
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Lao, Andrew Chan-Chio; Cheng, Hercy N. H.; Huang, Mark C. L.; Ku, Oskar; Chan, Tak-Wai – Journal of Educational Computing Research, 2017
One-to-one technology, which allows every student to receive equal access to learning tasks through a personal computing device, has shown increasing potential for self-directed learning in elementary schools. With computer-supported self-directed learning (CS-SDL), students may set their own learning goals through the suggestions of the system…
Descriptors: Computer Assisted Instruction, Independent Study, Learning Strategies, Student Motivation
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Hsin-Ming Hsieh; Alex Maritz – Contemporary Educational Technology, 2023
Flipped instruction has garnered significant interest in higher education for its potential to enhance student motivation and self-regulated learning. This quasi-experimental study examined the impact of flipped teaching on motivation and self-directed learning attributes among 106 entrepreneurship students at universities in Taiwan. Students…
Descriptors: Flipped Classroom, Intervention, Scores, Independent Study
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Hsieh, Tzu-Ling – Higher Education: The International Journal of Higher Education and Educational Planning, 2014
The purpose of this study is to understand predictors of different learning outcomes among various student background characteristics, types of learning motivation and engagement behaviors. 178 junior students were surveyed at a 4-year research university in Taiwan. The scales of motivation, engagement and perceived learning outcomes were adapted…
Descriptors: Foreign Countries, Learning Motivation, Learner Engagement, Prediction
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Chen, Ching-Huei; Huang, Kun – Journal of Educational Multimedia and Hypermedia, 2014
An experiment was conducted to examine how different response modes for practice questions and the presence or absence of cues influenced students' self-efficacy beliefs, perceived cognitive load, and performance in language recall and recognition tasks. One hundred fifty-seven 6th grade students were randomly assigned to one of four conditions:…
Descriptors: Cues, Second Language Learning, Cognitive Ability, Self Efficacy
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Lai, Jung-Yu; Chang, Li-Ting – SAGE Open, 2021
The education community has gradually recognized the value of augmented reality (AR) technology and its positive impacts on student learning performance. Still, few studies have proposed specific solutions and results to confirm this phenomenon for first graders in English vocabulary learning. Hence, this research explores the effects of AR apps…
Descriptors: Grade 1, Elementary School Students, Computer Software, Computer Simulation
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Sun, Jerry Chih-Yuan; Chen, Ariel Yu-Zhen; Yeh, Katherine Pin-Chen; Cheng, Yu-Ting; Lin, Yu-Yan – Educational Technology & Society, 2018
The purpose of this study was to investigate the effect of polling technologies (clickers or tablets) integrated with strategies (individual or group) on students' academic performance, anxiety, and attention. The participants were 34 students enrolled in an educational research methodology course. The anxiety scale, pre- and in-class quizzes,…
Descriptors: Audience Response Systems, Academic Achievement, Anxiety, Attention
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Wu, Chien-Chih; Chao, Hsiao-Wen; Tsai, Chia-Wen – International Journal of Mobile and Blended Learning, 2021
The purpose of this study is to enhance the effect of dance skill learning, learning motivation, and physical activity class satisfaction. Moreover, the outcome of these quasi-experiments illustrate the effects of Facebook Live-stream teaching, co-regulated learning (CRL), and experience-based learning (ExBL) on improving students' learning…
Descriptors: Dance Education, Learning Motivation, Physical Activities, Social Media
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Liu, Eric Zhi-Feng; Lin, Chun-Hung; Jian, Pei-Hsin; Liou, Pey-Yan – Turkish Online Journal of Educational Technology - TOJET, 2012
The purpose of the study was to model the processes involved in the development of creativity and discuss how motivation and teaching strategies figure into a creativity-supportive learning environment. The subjects included 28 college students enrolled in an Introduction to Instructional Media course. A questionnaire and interviews were used for…
Descriptors: Creativity, Student Motivation, Learning Strategies, Educational Environment
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Lin, Yen-Ting; Jou, Min – Turkish Online Journal of Educational Technology - TOJET, 2013
Advancements in information and communication technology (ICT) allowed several tools and systems to be proposed for improving classroom experiences to both instructors and students. However, most of these tools were brand-new and stand-alone programs that require users to invest additional time and effort to become familiar with their use. This…
Descriptors: Foreign Countries, Educational Technology, Technology Integration, Teaching Methods
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