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Showing 1 to 15 of 53 results Save | Export
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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
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Chen, Yi-Jui Iva; Wilson, Mark; Irey, Robin C.; Requa, Mary K. – Language Testing, 2020
Orthographic processing -- the ability to perceive, access, differentiate, and manipulate orthographic knowledge -- is essential when learning to recognize words. Despite its critical importance in literacy acquisition, the field lacks a tool to assess this essential cognitive ability. The goal of this study was to design a computer-based…
Descriptors: Orthographic Symbols, Spelling, Word Recognition, Reading Skills
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Lo, Yi Wen; Ku, Chih-Hsiung – International Baltic Symposium on Science and Technology Education, 2021
The spread of COVID-19 has caused a high demand for online learning or self-learning at home. We focus on evaluating which media is most suitable for self-learning for the third graders. For effective assessment of children's learning, the study adopted AEIOU: Awareness; Enjoyment; Interest; Opinion formation; and Understanding as the evaluation…
Descriptors: Science Education, Grade 3, Elementary School Students, Educational Technology
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Hsieh, Fu-Pei; Chen, Yun-An; Wu, Hui-Ju; Tsai, Chun-Yen – Journal of Educational Research, 2023
Picture book reading is essential in the early stages of learning and development. The current study aimed to incorporate picture books to improve first graders' scientific thinking, including scientific reasoning and creativity. The study adopted a quasi-experimental research design. There were 24 students in the experimental group and 23 in the…
Descriptors: Picture Books, Science Education, Teaching Methods, Thinking Skills
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Chen, Min-Bin; Wang, Siou-Ge; Chen, You-Ning; Chen, Xiao-Fang; Lin, Yi-Zhen – Education Sciences, 2020
Learning is mainly based on the students' mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Computer Oriented Programs
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Chu, Hui-Chun; Chen, Jun-Ming; Kuo, Fan-Ray; Yang, Shu-Min – Educational Technology & Society, 2021
Although game-based learning strategies have been used in mathematics education for a period of time, the potential for enhancing students' learning achievement and math self-efficacy is still being explored. Students need to face complex mathematics concepts and calculations in mathematics courses. Even though using games to learn mathematics may…
Descriptors: Game Based Learning, Remedial Instruction, Mathematics Achievement, Individualized Instruction
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Chan, Yi-Chih – Language, Speech, and Hearing Services in Schools, 2023
Purpose: This study aims to explore the contributions of phonological awareness (PA) and morphological awareness (MA) to the reading comprehension skills of Chinese-speaking children with hearing loss (HL) and examine the possible mediation effect of vocabulary knowledge on the relationships of PA and MA with their reading comprehension. Method:…
Descriptors: Reading Comprehension, Chinese, Metalinguistics, Vocabulary
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Wilkinson, J. Eric; Kao, Chia-Pin – International Journal of Child Care and Education Policy, 2019
This paper explores the attitudes and practices of kindergarten teachers in Taiwan related to socio-emotional learning in children aged 3-6. Unlike in Western countries where socio-emotional learning is an important aspect of life in pre-schools, such learning has been given little attention in Taiwan until recently with the publication of new…
Descriptors: Foreign Countries, Social Development, Emotional Development, Preschools
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Chang, Yi-Hsing; Lin, Yu-Kai; Fang, Rong-Jyue; Lu, You-Te – EURASIA Journal of Mathematics, Science & Technology Education, 2017
A situated Chinese cultural festival learning system based on motion sensing is developed in this study. The primary design principle is to create a highly interactive learning environment, allowing learners to interact with Kinect through natural gestures in the designed learning situation to achieve efficient learning. The system has the…
Descriptors: Foreign Countries, Asian Culture, Teaching Methods, Motion
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Wu, Ting-Ting; Liu, Wei-Shan – Educational Technology & Society, 2022
Innovation in the design of curricula is widely discussed. Innovative curricula expose students to a diverse range of learning environments and prompt them to ask questions, stimulating their creativity and allowing them to develop a sense of initiative and to hone their problem-solving skills and ability to apply knowledge to practice. The…
Descriptors: Instructional Effectiveness, Toys, Authentic Learning, Creative Thinking
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Yang, Jie Chi; Quadir, Benazir; Chen, Nian-Shing – Journal of Educational Computing Research, 2016
A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals' self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users' self-efficacy in the subject domain of…
Descriptors: Self Efficacy, Second Language Learning, English (Second Language), Quasiexperimental Design
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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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Pan, Cheng-Chen; Wang, Hui-Ting; Pan, Yu-Fong; Chao, Chia-Yi; Pan, Cheng-Hsien – Diaspora, Indigenous, and Minority Education, 2022
Semaumaq means "return home" in the Paiwanese language. This article explored and described the efficacy and journey of a research team in facilitating culturally appropriate family dyadic interactions in a Paiwanese community in Taiwan using a shared book-reading program. This program was implemented in a rural…
Descriptors: Foreign Countries, Culturally Relevant Education, Indigenous Populations, Preschool Education
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Huang, Yun-Yin; Liu, Chen-Chung; Wang, Yu; Tsai, Chin-Chung; Lin, Hung-Ming – Educational Technology & Society, 2017
English proficiency difference among students is a challenging pedagogical issue in EFL classrooms worldwide. Collaborative digital storytelling has been adopted in language learning settings to increase motivation and engagement, especially for young learners. However, it remains unknown whether students of different proficiency levels can…
Descriptors: Foreign Countries, Elementary School Students, Urban Schools, Grade 3
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Hsin, Ching-Ting; Liang, Jyh-Chong; Hsu, Chung-Yuan; Shih, Meilun; Sheu, Feng-Ru; Tsai, Chin-Chung – Asia-Pacific Education Researcher, 2019
This cross-sectional research was conducted to probe how 626 Taiwanese children's conceptions of learning differ by age and gender via drawing. Participants were from the kindergarten, the first grade, and the third grade. A coding scheme categorizing the people, learning domain, and place in the drawings was developed. Chi-square tests were then…
Descriptors: Case Studies, Age Differences, Gender Differences, Kindergarten
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