An Assessment of Junior High School Students’ Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM
Hsiao, Hsien-Sheng, Chen, Jyun-Chen, Chen, Jhen-Han, Zeng, Yu-Ting, Chung, Guang-Han
Published in Sustainability (01.05.2022)
Published in Sustainability (01.05.2022)
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Journal Article
A study on the effects of using gamification with the 6E model on high school students’ computer programming self-efficacy, IoT knowledge, hands-on skills, and behavioral patterns
Hsiao, Hsien-Sheng, Chen, Jyun-Chen, Chen, Jhen-Han, Chien, Yu-Hung, Chang, Chung-Pu, Chung, Guang-Han
Published in Educational technology research and development (01.08.2023)
Published in Educational technology research and development (01.08.2023)
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Journal Article
A Study on the Effects of Using the 6E Model and a Robot Teaching Assistant on Junior High School Students’ STEM Knowledge, Learning Motivation, and Hands-on Performance
Hsiao, Hsien-Sheng, Chen, Jhen-Han, Chang, Tze-ling, Li, Po-Hsun, Chung, Guang-Han
Published in Journal of science education and technology (01.10.2024)
Published in Journal of science education and technology (01.10.2024)
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Journal Article