NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 1 to 15 of 25 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Lin, Hui-Chen; Hwang, Gwo-Jen; Chou, Kuei-Ru; Tsai, Chia-Kuang – British Journal of Educational Technology, 2023
It has always been a challenging issue to develop complex professional skills accompanied with sufficient professional knowledge and correct judgement. Previous studies have indicated that students have more opportunities for practice in flipped learning contexts. Basically, complex professional skills training is often risky in different…
Descriptors: Flipped Classroom, Computer Simulation, Educational Technology, Medical Students
Peer reviewed Peer reviewed
Direct linkDirect link
Chiu, Min-Chi; Hwang, Gwo-Jen; Hsia, Lu-Ho – British Journal of Educational Technology, 2023
In artwork appreciation activities, visiting physical exhibitions in art museums is often limited by time, distance and cost. Thus, conventional teaching is mostly conducted through textbooks, presentation slides or videos. However, by presenting artwork appreciation through a lecture, it is difficult for students to feel the beauty of artworks,…
Descriptors: Art Appreciation, Experiential Learning, Computer Simulation, Art Education
Peer reviewed Peer reviewed
Direct linkDirect link
Chu, Shih-Ting; Hwang, Gwo-Jen; Chien, Shu-Yun; Chang, Shao-Chen – British Journal of Educational Technology, 2023
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self-learning ability, which is the key to the success of learning a foreign language. Therefore, it is…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Computer Games
Peer reviewed Peer reviewed
Direct linkDirect link
Huang, Hsiu-Ling; Hwang, Gwo-Jen; Chen, Pei-Ying – British Journal of Educational Technology, 2022
Scholars and researchers generally believe that scientific inquiry is an important activity for cultivating students' applied knowledge and high-level thinking ability. The process of scientific inquiry can promote students' learning motivation and trigger their higher-order thinking ability. However, students may not have enough prior knowledge…
Descriptors: Concept Mapping, Visual Perception, Recognition (Psychology), Science Process Skills
Peer reviewed Peer reviewed
Direct linkDirect link
Chang, Ching-Yi; Hwang, Gwo-Jen; Gau, Meei-Ling – British Journal of Educational Technology, 2022
The aims of nursing training include not only mastering skills but also fostering the competence to make decisions for problem solving. In prenatal education, cultivating nurses' knowledge and competence of vaccine administration is a crucial issue for protecting pregnant women and newborns from infection. Therefore, obstetric vaccination…
Descriptors: Nursing Education, Job Skills, Skill Development, Knowledge Level
Peer reviewed Peer reviewed
Direct linkDirect link
Chien, Shu-Yun; Hwang, Gwo-Jen – British Journal of Educational Technology, 2022
Intracultural learning emphasises the importance of understanding one's own culture and that of foreign countries; furthermore, it involves sharing relevant opinions with people from around the world and developing an understanding and acceptance of differences. In order to immerse students in foreign countries to experience the cultures and…
Descriptors: Multicultural Education, Computer Simulation, Computer Uses in Education, Learner Engagement
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Gwo-Jen; Chang, Chun-Chun; Chien, Shu-Yun – British Journal of Educational Technology, 2022
Increasing learners' sense of presence is important in professional training, in particular, when aiming to foster their competences of making judgements and solving problems when facing real cases. However, in conventional training programmes, sometimes it is difficult to situate learners in real cases owing to several considerations, such as…
Descriptors: Video Technology, Computer Simulation, Prompting, Authentic Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Gwo-Jen; Yang, Chin-Lan; Chou, Kuei-Ru; Chang, Ching-Yi – British Journal of Educational Technology, 2022
Educators have indicated the need to foster students' ability to solve problems by acquiring up-to-date knowledge as well as promoting their competences for making decisions from diverse perspectives based on the acquired knowledge. Traditional courses mainly use lecture-based instruction without providing sufficient opportunities for students to…
Descriptors: Teaching Methods, Problem Solving, Decision Making, Critical Thinking
Peer reviewed Peer reviewed
Direct linkDirect link
Chen, Yu-Ting; Li, Ming; Huang, Chang-Qin; Han, Zhong-Mei; Hwang, Gwo-Jen; Yang, Gang – British Journal of Educational Technology, 2022
Writing is a recording process involving complex dynamic behaviours, which is closely connected with authentic contexts. A free authentic context can form a link with students' life experience and their prior knowledge, so that students' deep writing skills can be stimulated. However, in traditional writing activities, the lack of authentic…
Descriptors: Foreign Countries, Elementary School Students, Computer Simulation, Writing (Composition)
Peer reviewed Peer reviewed
Direct linkDirect link
Hsia, Lu-Ho; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Choreography is an important and challenging educational objective in dance courses. However, most previous technology-enhanced learning studies for dance education mainly focused on students' dance skills, while the issue concerning the approaches to promoting students' choreographic performance has generally been ignored. To address this issue,…
Descriptors: Dance Education, Reflection, Electronic Learning, Technology Integration
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Gwo-Jen; Chang, Shao-Chen – British Journal of Educational Technology, 2021
With the advancements in technology networks, mobile learning has been extensively applied in teaching contexts, enabling closer interaction between students and authentic environments. Previous studies have indicated that, when learning in real-world contexts, students need to interact with real learning targets and peers as well as the digital…
Descriptors: Electronic Learning, Peer Evaluation, Concept Mapping, Program Effectiveness
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Gwo-Jen; Huang, Hsin; Wang, Ruo-Xuan; Zhu, Li-Li – British Journal of Educational Technology, 2021
In language courses, it is important to foster students' systematic thinking and to develop their competence to express, appreciate, criticize and reflect, in particular in such courses as classical Chinese, which aim to develop students' cultural and literature knowledge. Problem posing is a promising strategy to achieve this objective. However,…
Descriptors: Middle School Students, Grade 8, Concept Mapping, Problem Solving
Peer reviewed Peer reviewed
Direct linkDirect link
Liang, Hsin-Yi; Hsu, Tien-Yu; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Active inquiry plays a key role in science education. To facilitate children's motivation, alternate reality games are applied to engage children actively in inquiry in authentic learning contexts. However, the complexity of real-world contexts and the ambiguity of game puzzles increase the difficulty for children to conduct effective inquiries.…
Descriptors: Inquiry, Science Education, Game Based Learning, Educational Games
Peer reviewed Peer reviewed
Direct linkDirect link
Hwang, Gwo-Jen; Chien, Shu-Yun; Li, Wen-Shiang – British Journal of Educational Technology, 2021
Digital game-based learning (DGBL) is a frequently adopted mode for facilitating teaching and learning, where learners are immersed in game contexts to engage in gameplay and to construct meaningful knowledge. However, without guidance, students might have difficulties organizing what they have experienced in gaming contexts. Thus, in this…
Descriptors: Game Based Learning, Educational Technology, Technology Uses in Education, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Yang, Gang; Chen, Yu-Ting; Zheng, Xiao-Li; Hwang, Gwo-Jen – British Journal of Educational Technology, 2021
Due to the lack of life experience and situational experience, it is difficult to arouse pupils' inner motivation and interest in writing. Therefore, the early stage of Chinese writing may be a challenge for Chinese pupils. In order to solve this problem, a spherical video-based virtual reality (SVVR) experience learning system was developed to…
Descriptors: Computer Simulation, Video Technology, Descriptive Writing, Writing Achievement
Previous Page | Next Page ยป
Pages: 1  |  2