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

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

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

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

255. Creating Interactive E-Books through Learning by Design: The Impacts of Guided Peer-Feedback on Students' Learning Achievements and Project Outcomes in Science Courses

256. A Problem Posing-Based Practicing Strategy for Facilitating Students' Computer Programming Skills in the Team-Based Learning Mode

261. How artificial intelligence (AI) supports nursing education: profiling the roles, applications, and trends of AI in nursing education research (1993–2020).

262. Elevating EFL learners' professional English achievements and positive learning behaviours: A motivation model‐based digital gaming approach.

263. Effects of a contextualised reflective mechanism-based augmented reality learning model on students' scientific inquiry learning performances, behavioural patterns, and higher order thinking.

264. A concept mapping-based self-regulated learning approach to promoting students' learning achievement and self-regulation in STEM activities.

265. Learning with digital technology-facilitated empathy: an augmented reality approach to enhancing students' flow experience, motivation, and achievement in a biology program.

281. Influences of an Inquiry-based Ubiquitous Gaming Design on Students' Learning Achievements, Motivation, Behavioral Patterns, and Tendency towards Critical Thinking and Problem Solving

282. Integrating Socio-Cultural Contexts and Location-based Systems for Ubiquitous Language Learning in Museums: A State of the Art Review of 2009-2014

283. Influence of an Integrated Learning Diagnosis and Formative Assessment-Based Personalized Web Learning Approach on Students' Learning Performances and Perceptions

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

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

286. Facilitating and Bridging Out-of-Class and In-Class Learning: An Interactive E-Book-Based Flipped Learning Approach for Math Courses

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

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

289. Development of an Effective Educational Computer Game Based on a Mission Synchronization-Based Peer-Assistance Approach

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

291. Effects of a Peer Competition-based Mobile Learning Approach on Students' Affective Domain Exhibition in Social Studies Courses

292. Interaction between Gaming and Multistage Guiding Strategies on Students' Field Trip Mobile Learning Performance and Motivation

300. Broad sense and narrow sense perspectives on the metaverse in education: roles of virtual reality, augmented reality, artificial intelligence and pedagogical theories

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