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1. Effects of Interaction between Peer Assessment and Problem-Solving Tendencies on Students' Learning Achievements and Collaboration in Mobile Technology-Supported Project-Based Learning

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

3. Effects of Incorporating an Expert Decision-Making Mechanism into Chatbots on Students' Achievement, Enjoyment, and Anxiety

4. From Competition to Social Interaction: A Mobile Team-Based Competition Approach to Promoting Students' Professional Identity and Perceptions

5. Promoting Students' Programming Logic and Problem-Solving Awareness with Precision Feedback: A Two-Tier Test-Based Online Programming Training Approach

6. Effects of a Two-Tier Test Strategy on Students' Digital Game-Based Learning Performances and Flow Experience in Environmental Education

7. Progressive Flowchart Development Scaffolding to Improve University Students' Computational Thinking and Programming Self-Efficacy

8. Strategies for Enhancing Self-Regulation in E-Learning: A Review of Selected Journal Publications from 2010 to 2020

9. Effects of a Collective Problem-Solving Promotion-Based Flipped Classroom on Students' Learning Performances and Interactive Patterns

10. Impacts of Interactions between Peer Assessment and Learning Styles on Students' Mobile Learning Achievements and Motivations in Vocational Design Certification Courses

11. Facilitating Decision-Making Performances in Nursing Treatments: A Contextual Digital Game-Based Flipped Learning Approach

12. An Online Progressive Peer Assessment Approach to Project-Based Learning: A Constructivist Perspective

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

14. Impacts of an AI-Based 'Cha'bot on College Students' After-Class Review, Academic Performance, Self-Efficacy, Learning Attitude, and Motivation

15. From Critique to Computational Thinking: A Peer-Assessment-Supported Problem Identification, Flow Definition, Coding, and Testing Approach for Computer Programming Instruction

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

17. A Concept Mapping-Based Prediction-Observation-Explanation Approach to Promoting Students' Flipped Learning Achievements and Perceptions

18. A Systematic Review of Research on Flipped Language Classrooms: Theoretical Foundations, Learning Activities, Tools, Research Topics and Findings

19. Effects of Digital Game-Based STEM Education on Students' Learning Achievement: A Meta-Analysis

20. A Contextual Learning Model for Developing Interactive E-Books to Improve Students' Performances of Learning the Analects of Confucius

21. Effects of Gamified Interactive E-Books on Students' Flipped Learning Performance, Motivation, and Meta-Cognition Tendency in a Mathematics Course

22. Promoting Students' Cross-Disciplinary Performance and Higher Order Thinking: A Peer Assessment-Facilitated STEM Approach in a Mathematics Course

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

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

25. Effects of the Group Leadership Promotion Approach on Students' Higher Order Thinking Awareness and Online Interactive Behavioral Patterns in a Blended Learning Environment

26. An Individualized Intervention Approach to Improving University Students' Learning Performance and Interactive Behaviors in a Blended Learning Environment

27. Effects of Blended Learning Pedagogical Practices on Students' Motivation and Autonomy for the Teaching of Short Stories in Upper Secondary English

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

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

30. A Game-Based Learning Approach to Improving Students' Learning Achievements in a Nutrition Course

31. The Effects of Computer-Supported Self-Regulation in Science Inquiry on Learning Outcomes, Learning Processes, and Self-Efficacy

32. Creating Interactive E-Books through Learning by Design: The Impacts of Guided Peer-Feedback on Students' Learning Achievements and Project Outcomes in Science Courses

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

34. Influence of an Integrated Learning Diagnosis and Formative Assessment-Based Personalized Web Learning Approach on Students' Learning Performances and Perceptions

35. Effects of Concept-Mapping-Based Interactive E-Books on Active and Reflective-Style Students' Learning Performances in Junior High School Law Courses

36. Effects of the Team Competition-Based Ubiquitous Gaming Approach on Students' Interactive Patterns, Collective Efficacy and Awareness of Collaboration and Communication

37. Development of an Effective Educational Computer Game Based on a Mission Synchronization-Based Peer-Assistance Approach

38. Effects of an Augmented Reality-Based Educational Game on Students' Learning Achievements and Attitudes in Real-World Observations

39. Development of a Mobile Learning System Based on a Collaborative Problem-Posing Strategy

40. A Spreadsheet-Based Visualized Mindtool for Improving Students' Learning Performance in Identifying Relationships between Numerical Variables

41. Development of an Inquiry-Based Learning Support System Based on an Intelligent Knowledge Exploration Approach

42. An Integrated Contextual and Web-Based Issue Quest Approach to Improving Students' Learning Achievements, Attitudes and Critical Thinking

43. Improving Learning Achievements, Motivations and Problem-Solving Skills through a Peer Assessment-Based Game Development Approach

44. An Automatic Caption Filtering and Partial Hiding Approach to Improving the English Listening Comprehension of EFL Students

45. Mindtool-Assisted In-Field Learning (MAIL): An Advanced Ubiquitous Learning Project in Taiwan

46. An Augmented Reality-Based Mobile Learning System to Improve Students' Learning Achievements and Motivations in Natural Science Inquiry Activities

47. A Context-Aware Ubiquitous Learning Approach for Providing Instant Learning Support in Personal Computer Assembly Activities

48. A Collaborative Game-Based Learning Approach to Improving Students' Learning Performance in Science Courses

49. An Online Game Approach for Improving Students' Learning Performance in Web-Based Problem-Solving Activities

50. A Formative Assessment-Based Mobile Learning Approach to Improving the Learning Attitudes and Achievements of Students

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