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Chou, Te-Lien; Tang, Kai-Yu; Tsai, Chin-Chung – Journal of Educational Computing Research, 2021
Programming learning has become an essential literacy for computer science (CS) and non-CS students in the digital age. Researchers have addressed that students' conceptions of learning influence their approaches to learning, and thus impact their learning outcomes. Therefore, we aimed to uncover students' conceptions of programming learning…
Descriptors: Foreign Countries, College Students, Student Attitudes, Computer Attitudes
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Chiu, Yu-Ping; Chen, Chiao-Chieh – International Journal of Research in Education and Science, 2023
During the COVID-19 pandemic, higher education institutions adopted several technology-driven platforms (such as Google Meet) as an alternative to traditional in-person classrooms. Researchers have been concerned about the evaluation of learning satisfaction and continuous learning intentions. As such, the purpose of this research was to…
Descriptors: Foreign Countries, Learner Engagement, Student Satisfaction, Online Courses
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Pan, Ching-Ying; Wu, Hui-Yi – English Language Teaching, 2013
This experimental study aims to investigate the effects of using cooperative learning to enhance the English reading comprehension and learning motivation of EFL freshmen by comparing the cooperative learning instruction and traditional lecture instruction. This experiment was implemented in a Freshman English Reading course, a two credit course,…
Descriptors: Foreign Countries, English (Second Language), Second Language Instruction, Second Language Learning
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Yeh, Shang-Pao; Fu, Hsin-Wei – EURASIA Journal of Mathematics, Science & Technology Education, 2014
This study aims to discuss the effects of E-Learning and cooperative learning on learning outcomes. E-Learning covers the dimensions of Interpersonal communication, abundant resources, Dynamic instruction, and Learning community; and, cooperative learning contains three dimensions of Cooperative motive, Social interaction, and Cognition…
Descriptors: Foreign Countries, Cooperative Learning, Electronic Learning, Outcomes of Education
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Chen, Chih-Ming; Chang, Chia-Cheng – Interactive Learning Environments, 2014
Many studies have identified web-based cooperative learning as an increasingly popular educational paradigm with potential to increase learner satisfaction and interactions. However, peer-to-peer interaction often suffers barriers owing to a failure to explore useful social interaction information in web-based cooperative learning environments.…
Descriptors: Social Networks, Cooperative Learning, Problem Based Learning, Web Based Instruction
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Lin, P.-C.; Chen, S.-Y.; Kuo, H.-Y.; Lin, F.-R. – Journal of Education and Learning, 2022
As higher education struggles to catch up with the constantly shifting social climate, many modern students are being left overwhelmed by the sheer volume of choices they are being offered in a phenomenon known as the "tyranny of freedom". This issue is exacerbated when they do not have the appropriate guidance from either their parents…
Descriptors: Higher Education, Foreign Countries, Majors (Students), Undergraduate Study
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Chen, Chia-Chen; Chen, Chien-Yi – Interactive Learning Environments, 2018
In recent years, mobile technology has been developing rapidly and has been widely used. There are many successful cases of mobile technology applied greatly in today's teaching and even combined with sensing devices to overcome the limitations of traditional learning environment. In order to make teaching more diversified, teachers currently…
Descriptors: Museums, Cognitive Style, Academic Achievement, Handheld Devices
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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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Su, Shu-Chin; Liang, Eleen – Universal Journal of Educational Research, 2017
This study is based on the "2014 the Schweitzer Program" in Taiwan which spanned for four weeks from the 2nd to 29th of August. The lessons included four classes of multimedia picture books and eight game-based lessons. The aim of this research is to describe how to integrate the theory of "Multiple Intelligence (MI)" by Howard…
Descriptors: Action Research, Multiple Intelligences, Cooperative Learning, Educational Games
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Liu, I-Fan – International Journal of Distance Education Technologies, 2020
Fun games can generate a flow experience for players, and further increase their willingness to continue gameplay. However, an important issue that has long concerned educators and game developers is how to incorporate learning subjects into games and achieve the goal of learning through play. This study designed an English blockade-running game…
Descriptors: Game Based Learning, Handheld Devices, Intention, Educational Games
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Chien, Chin-Wen; Teo, Timothy – Educational Research for Policy and Practice, 2022
This study focuses on the integration of protocols into elementary school English teacher's professional dialogue and discusses the influence of protocols on teacher's teaching and learning. Based on the analysis of documents, observations, and interviews, this study concludes that the introduction of protocols to elementary school English…
Descriptors: Elementary School Teachers, Foreign Countries, Language Teachers, English (Second Language)
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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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Tsai, Cheng-Chang – International Journal of Instruction, 2020
The main purpose of this study was to examine the differences in students' English vocabulary learning performance as well as the instructional materials motivation, comparing the traditional lecturing method and the Augmented Reality method. This study adopted an unequal pre-test and post-test experimental design. Overall, there were a total of…
Descriptors: Computer Simulation, Second Language Learning, Second Language Instruction, English (Second Language)
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Wang, Chia-Chi – Cogent Education, 2021
Problem-based learning (PBL) is a student-centred instructional approach in which complex real-world problems are used as the vehicle to promote students' learning of concepts and principles. This paper presents a case study that explored the learning experiences of 18 pre-service teachers and how the instructor was affected when implementing PBL…
Descriptors: Problem Based Learning, Student Centered Learning, Preservice Teachers, Knowledge Level
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Li, Wei; Chiu, Chuang-Kai; Tseng, Judy C. R. – Educational Technology & Society, 2019
In context-aware ubiquitous learning, the learning resources of the learning environment are limited, and the learners need to frequently move between learning targets. Therefore, how to provide appropriate learning paths for students in the real world is essential in context-aware ubiquitous learning. In this study, a personalized navigation…
Descriptors: Cognitive Style, Navigation, Electronic Learning, Educational Technology
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