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

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4. Effects of experiencing authentic contexts on English speaking performances, anxiety and motivation of EFL students with different cognitive styles.

5. Effects of ASQ-based flipped learning on nurse practitioner learners' nursing skills, learning achievement and learning perceptions.

6. Conceptions of the metaverse in higher education: A draw-a-picture analysis and surveys to investigate the perceptions of students with different motivation levels.

7. Fostering professional trainers with robot-based digital storytelling: A brainstorming, selection, forming and evaluation model for training guidance.

8. A review of experimental mobile learning research in 2010–2016 based on the activity theory framework.

9. Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions.

10. Effects of a graphic organizer-based two-tier test approach on students' learning achievement and behaviors in spherical video-based virtual learning contexts.

11. A microworld-based role-playing game development approach to engaging students in interactive, enjoyable, and effective mathematics learning.

12. Trends in mobile technology-supported collaborative learning: A systematic review of journal publications from 2007 to 2016.

13. Promoting art appreciation performances and behaviors in effective and joyful contexts: A two-tier test-based digital gaming approach.

14. Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning.

15. Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns.

16. Single loop or double loop learning: English vocabulary learning performance and behavior of students in situated computer games with different guiding strategies.

17. A self-regulated flipped classroom approach to improving students’ learning performance in a mathematics course.

18. Technological solutions for promoting employees' knowledge levels and practical skills: An SVVR-based blended learning approach for professional training.

19. A structured reflection-based graphic organizer approach for professional training: A technology-supported AQSR approach.

20. An interactive peer-assessment criteria development approach to improving students' art design performance using handheld devices.

21. Development of a contextual decision-making game for improving students' learning performance in a health education course.

22. A contextual game-based learning approach to improving students' inquiry-based learning performance in social studies courses.

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

24. A prompt-based annotation approach to conducting mobile learning activities for architecture design courses.

25. Designing dynamic English: a creative reading system in a context-aware fitness centre using a smart phone and QR codes.

26. Effects of an integrated concept mapping and web-based problem-solving approach on students' learning achievements, perceptions and cognitive loads.

27. A concept map-embedded educational computer game for improving students' learning performance in natural science courses.

28. Interweaving gaming and educational technologies: Clustering and forecasting the trends of game-based learning research by bibliometric and visual analysis.

29. A personalized recommendation-based mobile learning approach to improving the reading performance of EFL students

30. A collaborative game-based learning approach to improving students' learning performance in science courses

31. An online game approach for improving students’ learning performance in web-based problem-solving activities

32. A cognitive component analysis approach for developing game-based spatial learning tools

33. A hybrid approach to promoting students’ web-based problem-solving competence and learning attitude

34. An interactive concept map approach to supporting mobile learning activities for natural science courses

35. A knowledge acquisition approach to developing Mindtools for organizing and sharing differentiating knowledge in a ubiquitous learning environment

36. A formative assessment-based mobile learning approach to improving the learning attitudes and achievements of students

37. A Heuristic Algorithm for planning personalized learning paths for context-aware ubiquitous learning

38. A knowledge engineering approach to developing mindtools for context-aware ubiquitous learning

39. Facilitating critical thinking in decision making-based professional training: An online interactive peer-review approach in a flipped learning context.

40. Impacts of a spherical video-based virtual reality-integrated problem-based learning mode on working staff’s counseling competences in professional training.

41. Effects of a social regulation-based online learning framework on students' learning achievements and behaviors in mathematics.

42. Facilitating EFL students' English grammar learning performance and behaviors: A contextual gaming approach.

43. Effects of a multi-level concept mapping-based question-posing approach on students' ubiquitous learning performance and perceptions.

44. Impacts of a mind mapping-based contextual gaming approach on EFL students' writing performance, learning perceptions and generative uses in an English course.

45. Trends and research issues of mobile learning studies in nursing education: A review of academic publications from 1971 to 2016.

46. Effects of different online peer-feedback approaches on students' performance skills, motivation and self-efficacy in a dance course.

47. A metaphor-based robot programming approach to facilitating young children's computational thinking and positive learning behaviors.

48. Empowering the collective reflection-based argumentation mapping strategy to enhance students' argumentative speaking.

49. The influences of a two-tier test strategy on student learning: A lag sequential analysis approach.

50. A creative thinking approach to enhancing the web-based problem solving performance of university students.

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