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

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

3. A Mandatory Contribution-Based Collaborative Gaming Approach to Enhancing Students' Collaborative Learning Outcomes in Science Museums

4. Effects of a Mobile-Based Progressive Peer-Feedback Scaffolding Strategy on Students' Creative Thinking Performance, Metacognitive Awareness, and Learning Attitude

5. Facilitating EFL Learners' Active Behaviors in Speaking: A Progressive Question Prompt-Based Peer-Tutoring Approach with VR Contexts

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

7. Needs Analysis-Based Design Principles for Constructing a Context-Aware English Learning System

8. A Review of Opportunities and Challenges of Chatbots in Education

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

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

11. Outcomes-Based Appropriation of Context-Aware Ubiquitous Technology across Educational Levels

12. Effects of Experiencing Authentic Contexts on English Speaking Performances, Anxiety and Motivation of EFL Students with Different Cognitive Styles

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

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

15. The Role of Hardiness in Securities Practitioners' Web-Based Continuing Learning: Internet Self-Efficacy as a Mediator

16. From Precision Education to Precision Medicine: Factors Affecting Medical Staff's Intention to Learn to Use AI Applications in Hospitals

17. Facilitating Students' Critical Thinking and Decision Making Performances: A Flipped Classroom for Neonatal Health Care Training

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

19. Facilitating Inpatients' Family Members to Learn: A Learning Engagement-Promoting Model to Develop Interactive E-Book Systems for Patient Education

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

21. An Empirical Examination of the Effect of Self-Regulation and the Unified Theory of Acceptance and Use of Technology (UTAUT) Factors on the Online Learning Behavioural Intention of College Students

22. Effects of Embedding a Problem-Posing-Based Learning Guiding Strategy into Interactive E-Books on Students' Learning Performance and Higher Order Thinking Tendency

23. A Concept-Map Integrated Dynamic Assessment System for Improving Ecology Observation Competences in Mobile Learning Activities

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

25. A Long-Term Experiment to Investigate the Relationships between High School Students' Perceptions of Mobile Learning and Peer Interaction and Higher-Order Thinking Tendencies

26. A Microworld-Based Role-Playing Game Development Approach to Engaging Students in Interactive, Enjoyable, and Effective Mathematics Learning

27. Impacts of Integrating the Repertory Grid into an Augmented Reality-Based Learning Design on Students' Learning Achievements, Cognitive Load and Degree of Satisfaction

28. A Flipped Contextual Game-Based Learning Approach to Enhancing EFL Students' English Business Writing Performance and Reflective Behaviors

29. A Learning Analytics Approach to Investigating Factors Affecting EFL Students' Oral Performance in a Flipped Classroom

30. Facilitating Deep-Strategy Behaviors and Positive Learning Performances in Science Inquiry Activities with a 3D Experiential Gaming Approach

31. Facilitating Effective Digital Game-Based Learning Behaviors and Learning Performances of Students Based on a Collaborative Knowledge Construction Strategy

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

34. Enhancing Students' Computer Programming Performances, Critical Thinking Awareness and Attitudes towards Programming: An Online Peer-Assessment Attempt

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

36. Effects of a Structured Resource-Based Web Issue-Quest Approach on Students' Learning Performances in Computer Programming Courses

37. Development of an Interactive Mathematics Learning System Based on a Two-Tier Test Diagnostic and Guiding Strategy

38. Differences between Mobile Learning Environmental Preferences of High School Teachers and Students in Taiwan: A Structural Equation Model Analysis

39. Effects of a Question Prompt-Based Concept Mapping Approach on Students' Learning Achievements, Attitudes and 5C Competences in Project-Based Computer Course Activities

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

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

42. A Two-Tier Test-Based Approach to Improving Students' Computer-Programming Skills in a Web-Based Learning Environment

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

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

45. A Structural Equation Model to Analyse the Antecedents to Students' Web-Based Problem-Solving Performance

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

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

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

49. The Role of Group Interaction in Collective Efficacy and CSCL Performance

50. Collab-Analyzer: An Environment for Conducting Web-Based Collaborative Learning Activities and Analyzing Students' Information-Searching Behaviors

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