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3. Improving Children's Textual Cohesion and Writing Attitude in a Game-Based Writing Environment

4. IDC Theory: Interest and the Interest Loop

5. IDC Theory: Habit and the Habit Loop

7. A Collaborative Cross Number Puzzle Game to Enhance Elementary Students' Arithmetic Skills

9. IDC Theory: Creation and the Creation Loop

10. Enhancing Achievement and Interest in Mathematics Learning through Math-Island

11. The Effects of Participation, Performance, and Interest in a Game-Based Writing Environment

12. Examining Motivational Orientation and Learning Strategies in Computer-Supported Self-Directed Learning (CS-SDL) for Mathematics: The Perspective of Intrinsic and Extrinsic Goals

13. Exploring Long-Term Behavior Patterns in a Book Recommendation System for Reading

14. The Effects of Learning from Correct and Erroneous Examples in Individual and Collaborative Settings

15. Reciprocal Tutoring: Design with Cognitive Load Sharing

16. Interest-driven creator theory: towards a theory of learning design for Asia in the twenty-first century

18. Improving Pupils' Mathematical Communication Abilities through Computer-Supported Reciprocal Peer Tutoring

19. My-Bookstore: Using Information Technology to Support Children's Classroom Reading and Book Recommendation

23. Effects of a Mixed-Mode Peer Response on Student Response Behavior and Writing Performance

24. Peer Feedback in Online Writing System

25. Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan

29. The Effects of Game-Based Learning on Mathematical Confidence and Performance: High Ability vs. Low Ability

30. Developing a Computer-Supported Tutoring Interaction Component with Interaction Data Reuse

31. Interest-driven video creation for learning mathematics

32. Influence of Game Quests on Pupils' Enjoyment and Goal-Pursuing in Math Learning

33. How East Asian Classrooms May Change over the next 20 Years

34. Computer-Supported Teacher Development of Pedagogical Content Knowledge through Developing School-Based Curriculum

35. My-Bookstore: A Game-Based Follow-Up Activity to Support Modeled Sustained Silent Reading

36. A Web-Based Learning System for Question-Posing and Peer Assessment

37. Teacher-Oriented Adaptive Web-Based Environment for Supporting Practical Teaching Models: A Case Study of 'School for All'

38. An Approach to Assisting Teachers in Building Physical and Network Hybrid Community-Based Learning Environments: The Taiwanese Experience

39. EduXs: Multilayer Educational Services Platforms

41. Four Spaces of Network Learning Models.

44. An Attempt To Design Synchronous Collaborative Learning Environments for Peer Dyads on the World Wide Web.

50. Learning Companion Systems, Social Learning Systems, and the Global Social Learning Club.

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