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153 results on '"Hwang, Gwo-Jen"'

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1. Incorporating Teacher Intelligence into Digital Games: An Expert System-Guided Self-Regulated Learning Approach to Promoting EFL Students' Performance in Digital Gaming Contexts

2. Promoting Students' Artwork Appreciation: An Experiential Learning-Based Virtual Reality Approach

3. Fostering Complex Professional Skills with Interactive Simulation Technology: A Virtual Reality-Based Flipped Learning Approach

4. Promoting Deep Writing with Immersive Technologies: An SVVR-Supported Chinese Composition Writing Approach for Primary Schools

5. An MDRE Approach to Promoting Students' Learning Performances in the Era of the Pandemic: A Quasi-Experimental Design

6. A Motivational Model-Based Virtual Reality Approach to Prompting Learners' Sense of Presence, Learning Achievements, and Higher-Order Thinking in Professional Safety Training

7. An Integrated Concept Mapping and Image Recognition Approach to Improving Students' Scientific Inquiry Course Performance

8. A Question, Observation, and Organisation-Based SVVR Approach to Enhancing Students' Presentation Performance, Classroom Engagement, and Technology Acceptance in a Cultural Course

10. Promoting Students' Learning Achievement and Self-Efficacy: A Mobile Chatbot Approach for Nursing Training

11. Promoting Children's Inquiry Performances in Alternate Reality Games: A Mobile Concept Mapping-Based Questioning Approach

12. From Experiencing to Expressing: A Virtual Reality Approach to Facilitating Pupils' Descriptive Paper Writing Performance and Learning Behavior Engagement

13. A Multidimensional Repertory Grid as a Graphic Organizer for Implementing Digital Games to Promote Students' Learning Performances and Behaviors

14. Effects of a Concept Mapping-Based Problem-Posing Approach on Students' Learning Achievements and Critical Thinking Tendency: An Application in Classical Chinese Learning Contexts

15. Enhancing Students' Choreography and Reflection in University Dance Courses: A Mobile Technology-Assisted Peer Assessment Approach

16. Facilitating Knowledge Construction in Mobile Learning Contexts: A Bi-Directional Peer-Assessment Approach

17. From Reflective Thinking to Learning Engagement Awareness: A Reflective Thinking Promoting Approach to Improve Students' Dance Performance, Self-Efficacy and Task Load in Flipped Learning

18. Learning to Be a Writer: A Spherical Video-Based Virtual Reality Approach to Supporting Descriptive Article Writing in High School Chinese Courses

19. Effects of a Concept Mapping-Based Flipped Learning Approach on EFL Students' English Speaking Performance, Critical Thinking Awareness and Speaking Anxiety

20. Cognitive Regulations in ICT-Supported Flipped Classroom Interactions: An Activity Theory Perspective

21. From Reflective Observation to Active Learning: A Mobile Experiential Learning Approach for Environmental Science Education

22. A Reflective Thinking-Promoting Approach to Enhancing Graduate Students' Flipped Learning Engagement, Participation Behaviors, Reflective Thinking and Project Learning Outcomes

23. Effects of Integrating a Concept Mapping-Based Summarization Strategy into Flipped Learning on Students' Reading Performances and Perceptions in Chinese Courses

24. Effect of an AI‐based chatbot on students' learning performance in alternate reality game‐based museum learning.

25. An IRS-Facilitated Collective Issue-Quest Approach to Enhancing Students' Learning Achievement, Self-Regulation and Collective Efficacy in Flipped Classrooms

26. Effects of the Use of Interactive E-Books by Intensive Care Unit Patients' Family Members: Anxiety, Learning Performances and Perceptions

27. Mitigating the Urban-Rural Educational Gap in Developing Countries through Mobile Technology-Supported Learning

28. Effects of metalinguistic corrective feedback on novice EFL students' digital game‐based grammar learning performances, perceptions and behavioural patterns.

30. Mobile-Based Collaborative Learning in the Fitness Center: A Case Study on the Development of English Listening Comprehension with a Context-Aware Application

31. Influences of an Inquiry-based Ubiquitous Gaming Design on Students' Learning Achievements, Motivation, Behavioral Patterns, and Tendency towards Critical Thinking and Problem Solving

32. Integrating Socio-Cultural Contexts and Location-based Systems for Ubiquitous Language Learning in Museums: A State of the Art Review of 2009-2014

33. Effects of a Peer Competition-based Mobile Learning Approach on Students' Affective Domain Exhibition in Social Studies Courses

34. Interaction between Gaming and Multistage Guiding Strategies on Students' Field Trip Mobile Learning Performance and Motivation

35. A Web-Based Peer-Assessment Approach to Improving Junior High School Students' Performance, Self-Efficacy and Motivation in Performing Arts Courses

37. A Group Decision Approach to Developing Concept-Effect Models for Diagnosing Student Learning Problems in Mathematics

38. A Knowledge Engineering Approach to Developing Educational Computer Games for Improving Students' Differentiating Knowledge

39. Fostering complex professional skills with interactive simulation technology: A virtual reality‐based flipped learning approach.

40. Promoting students' artwork appreciation: An experiential learning‐based virtual reality approach.

41. Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts.

42. Effects on Learners' Performance of Using Selected and Open Network Resources in a Problem-Based Learning Activity

43. An Innovative Concept Map Approach for Improving Students' Learning Performance with an Instant Feedback Mechanism

44. Development of a Ubiquitous Learning Platform Based on a Real-Time Help-Seeking Mechanism

45. A Concept Map Approach to Developing Collaborative Mindtools for Context-Aware Ubiquitous Learning

46. An Investigation of Attitudes of Students and Teachers about Participating in a Context-Aware Ubiquitous Learning Activity

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