Search

Your search keyword '"Hwang, Gwo-Jen"' showing total 61 results

Search Constraints

Start Over You searched for: Author "Hwang, Gwo-Jen" Remove constraint Author: "Hwang, Gwo-Jen" Topic teaching/learning strategies Remove constraint Topic: teaching/learning strategies
61 results on '"Hwang, Gwo-Jen"'

Search Results

2. Creating in the metaverse: An SSRL‐based collaborative painting approach to promote students' creativity, socially shared regulation and positive painting behaviours.

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. A robot-based digital storytelling approach to enhancing EFL learners' multimodal storytelling ability and narrative engagement.

11. Decision-guided chatbots and cognitive styles in interdisciplinary learning.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

34. An auto-scoring mechanism for evaluating problem-solving ability in a web-based learning environment

35. A web-based programming learning environment to support cognitive development

36. Effects of a concept mapping-based two-tier test strategy on students' digital game-based learning performances and behavioral patterns.

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

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

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

40. From design to reflection: Effects of peer-scoring and comments on students' behavioral patterns and learning outcomes in musical theater performance.

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

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

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

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

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

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

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

48. From experience to empathy: An empathetic VR-based learning approach to improving EFL learners' empathy and writing performance.

49. Fostering motor skills in physical education: A mobile technology-supported ICRA flipped learning model.

50. Effects of teaching and learning styles on students’ reflection levels for ubiquitous learning

Catalog

Books, media, physical & digital resources