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    1

    Using 6E Model on Robot Education to Improve Elementary School Students’ Learning Motivation, Learning Effectiveness and Hands-on Ability

    2

    A Study on the Impact of Using 6E Model with Gamification Mechanism into Educational Robotics for STEM Hands-on Activity to Junior High School Students' Learning Performance, Motivation and Creativity

    3

    The Impact of Using Knowledge Building and 6E Model Teaching Strategy for Robotics Hands-on Course on Middle School Students’ Learning and Behavior Pattern

    Public on Internet date:
    2025/02/14

    4

    Using 6E Model in STEAM Teaching Activities to Improve University Students’ Learning Effectiveness-A Case of Development Seniors Products by Assistive Technology

    5

    Discussion on the Effect of STEAM Teaching Practice Course on the Learning Effect of High School Students in 6E Mode and Virtual Reality System-A Case Study of Quadcopters

    6

    A Study on the Impact of Using 6E Model with Knowledge Building Principles in IoT and Visualization Hands-on Activity for High School Students' Learning Performance and Learning Attitude

    7

    The Study Using 6E Model and Knowledge Building Teaching Sratregy for AIoT Hands-on Activities in Senior High School Students’s Learning Performance and Social Emotional Learning

    Public on Internet date:
    2029/02/06

    8

    A Study on the Impact of Using Gamification 6E Model for IoT Hands-on Activity to High School Students’ Learning Attitude, Learning Effectiveness and Behavior Pattern

    Public on Internet date:
    2025/09/15

    9

    Using Creative Thinking Skills in 6E Model to Implement STEAM Hands-on Activity for Children and to Explore the Student’s Learning Effectiveness

    Public on Internet date:
    2025/09/15

    10

    A Study on the Impact of Using 6E Model combined with the self-efficacy strategies for An AIoT Hands-on Activity to High School Students' STEM Career Interest, Learning Effectiveness and Behavior Pattern

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