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Zheng, Xiao-Li; Gu, Xin-Yan; Lai, Wen-Hua; Tu, Yun-Fang; Hwang, Gwo-Jen; Wang, Feng – Educational Technology Research and Development, 2023
At present, with the rapid development of the internet and the gradual promotion of online collaborative learning, the social regulation of learning is receiving increasing attention, which involves socially shared metacognition, one facet of social metacognition. To date, social regulation of learning or socially shared metacognition have been…
Descriptors: Metacognition, Content Validity, Cooperative Learning, Undergraduate Students
Wong, Kung-Teck; Hwang, Gwo-Jen; Choo Goh, Pauline Swee; Mohd Arrif, Siti Khadijah – Interactive Learning Environments, 2020
This research was conducted to determine the effectiveness of blended learning on academic achievements, motivation and learner autonomy. The scope of this research is the teaching of English through short stories. A quasi-experimental study was conducted among 116 upper secondary students and two different teaching pedagogies were utilised; a…
Descriptors: Blended Learning, Student Motivation, Personal Autonomy, Literary Genres
Lin, Hui-Chen; Tu, Yun-Fang; Hwang, Gwo-Jen; Huang, Hsin – Educational Technology & Society, 2021
Precision medicine has become an essential issue in the medical community as the quality of medical care is being emphasized nowadays. The technological data analysis and predictions made by Artificial Intelligence (AI) technologies have assisted medical staff in designing personalized medicine for patients, making AI technologies an important…
Descriptors: Medical Services, Artificial Intelligence, Allied Health Personnel, Individual Needs
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen; Chang, Shao-Chen; Chu, Hui-Chun – Interactive Learning Environments, 2023
In the past decades, collaborative game-based learning has been used to facilitate students' learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students' learning performance and motivation, unequal participation could negatively influence the learning effectiveness of…
Descriptors: Museums, Science Education, Critical Thinking, Competency Based Education
Chang, Di; Hwang, Gwo-Jen; Chang, Shao-Chen; Wang, Sheng-Yuan – Educational Technology Research and Development, 2021
STEM (science, technology, engineering, and mathematics) refers to the cross-disciplinary learning design for engaging students in applying integrated knowledge to complete a project or solve a complex problem. It has been recognized by many scholars for its educational significance. However, STEM tasks are generally complex and challenging to…
Descriptors: Interdisciplinary Approach, Thinking Skills, Peer Evaluation, STEM Education
Wongwatkit, Charoenchai; Srisawasdi, Niwat; Hwang, Gwo-Jen; Panjaburee, Patcharin – Interactive Learning Environments, 2017
The advancement of computer and communication technologies has enabled students to learn across various real-world contexts with supports from the learning system. In the meantime, researchers have emphasized the necessity of providing personalized learning guidance or support by considering individual students' status and needs in order to…
Descriptors: Electronic Learning, Web Based Instruction, Educational Diagnosis, Formative Evaluation
Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen – British Journal of Educational Technology, 2013
Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…
Descriptors: Computer Games, Educational Games, Elementary School Science, Science Instruction