1,499 results on '"Hwang, Gwo-Jen"'
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202. Directions of the 100 most cited nursing student education research: A bibliometric and co-citation network analysis
203. An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency
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
216. Effects of a formative assessment-based contextual gaming approach on students’ digital citizenship behaviours, learning motivations, and perceptions
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.
223. Facilitating EFL students’ English grammar learning performance and behaviors: A contextual gaming approach
224. From design to reflection: Effects of peer-scoring and comments on students’ behavioral patterns and learning outcomes in musical theater performance
225. Effects of a multi-level concept mapping-based question-posing approach on students’ ubiquitous learning performance and perceptions
226. Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors
227. Effects of peer assessment within the context of spherical video-based virtual reality on EFL students’ English-Speaking performance and learning perceptions
228. A multi-perspective study on Artificial Intelligence in Education: grants, conferences, journals, software tools, institutions, and researchers
229. A fuzzy expert system-based adaptive learning approach to improving students’ learning performances by considering affective and cognitive factors
230. Application and theory gaps during the rise of Artificial Intelligence in Education
231. University students’ conceptions of ChatGPT-supported learning: a drawing and epistemic network analysis
232. A systematic review of SVVR in language education in terms of the ADDIE model
233. Engaging Young Students in Effective Robotics Education: An Embodied Learning-Based Computer Programming Approach
234. Validation of The Health Promotion Literacy Scale: Confirmatory Factor Analysis in Taiwan's University Social Responsibility Context
235. Effects of metalinguistic corrective feedback on novice EFL students' digital game‐based grammar learning performances, perceptions and behavioural patterns
236. Elevating EFL learners' professional English achievements and positive learning behaviours: A motivation model‐based digital gaming approach
237. Facilitating Inpatients’ Family Members to Learn : A Learning Engagement-Promoting Model to Develop Interactive E-Book Systems for Patient Education
238. Trends and development in technology-enhanced adaptive/personalized learning: A systematic review of journal publications from 2007 to 2017
239. Effects of ASQ-based flipped learning on nurse practitioner learners' nursing skills, learning achievement and learning perceptions
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
242. A Mobile-Assisted Peer Assessment Approach for Evidence-Based Nursing Education
243. Knowledge Maps: an Online Tool for Knowledge Mapping with Automated Feedback
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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