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

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

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

207. Context-Aware Language-Learning Application in the Green Technology Building: Which Group Can Benefit the Most?

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

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

210. Trends in the Research Design and Application of Mobile Language Learning: A Review of 2007-2016 Publications in Selected SSCI Journals

211. Effectiveness of Ontology-Based Learning Content Generation for Preschool Cognitive Skills Learning

212. 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

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

214. Research Trends of Flipped Classroom Studies for Medical Courses: A Review of Journal Publications from 2008 to 2017 Based on the Technology-Enhanced Learning Model

215. Effects of Gamification on Students' Online Interactive Patterns and Peer-Feedback

217. Artificial intelligence-supported art education: a deep learning-based system for promoting university students' artwork appreciation and painting outcomes.

218. The effects of a self-developed virtual reality environment on college EFL learners’ vocabulary learning.

219. Engaging Young Students in Effective Robotics Education: An Embodied Learning-Based Computer Programming Approach.

220. Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020.

221. Facilitating EFL learners' willingness to communicate amidst the pandemic: a digital storytelling-based online flipped learning approach.

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

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

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

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

245. Effects of Integrating an Active Learning-Promoting Mechanism into Location-Based Real-World Learning Environments on Students' Learning Performances and Behaviors

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

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

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

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

250. A Votable Concept Mapping Approach to Promoting Students' Attentional Behavior: An Analysis of Sequential Behavioral Patterns and Brainwave Data

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