Search results for author:"Chen-Yu Huang"
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World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 993–997
In spite of phenomenal growth of online activities, consumers still reluctance to engage in spontaneous financial transactions for online marketplaces. Consumers may not trust online vendors due to business-to-consumer process often happen between...
Topics: Developmental Stages
Research on STEAM Practice Programs to Enhance Self-Efficacy of Pre-Service Special Education Teachers
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 617–624
The purpose of this study was to examine the effects of 40 hours STEAM (Science, Technology, Engineering, Arts and Mathematics) programs on the self-efficacy of pre-service special education teachers. Participants included thirty-nine pre-service...
Animating eco-education: To see, feel, and discover in an augmented reality-based experiential learning environment
Computers & Education Vol. 96, No. 1 (May 2016) pp. 72–82
An antagonistic relationship is traditionally seen as existing between eco-education and technology, with conventional instructional approaches usually characterized by a commentator guiding students in field learning. Unfortunately, in this passive ...
ReCALL Vol. 26, No. 1 (January 2014) pp. 100–116
This study aims to investigate barriers to the adoption of information and communication technology (ICT) for teachers of Chinese as a foreign language (CFL) in US universities. Although the development of ICT for teaching is growing, few published...
Applied Psychological Measurement Vol. 36, No. 8 (November 2012) pp. 689–706
In the human sciences, a common assumption is that latent traits have a hierarchical structure. Higher order item response theory models have been developed to account for this hierarchy. In this study, computerized adaptive testing (CAT) algorithms ...
Asia-Pacific Education Researcher Vol. 25, No. 4 (2016) pp. 567–578
Computer hardware and mobile devices have developed rapidly in recent years, and augmented reality (AR) technology has been increasingly applied in mobile learning. Although instructional AR applications have yielded satisfactory results and...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015 (Oct 19, 2015) pp. 823–830
The open questions about article's summarization can evaluate whether students understand the content of an article. However, it is a time-consuming task for teachers to give feedback and score. For solving this problem, we design a system to...
A Learning Style-Based Grouping Collaborative Learning Approach to Improve EFL Students' Performance in English Courses
Journal of Educational Technology & Society Vol. 18, No. 2 pp. 284–298
Learning English is an important and challenging task for English as Foreign Language (EFL) students. Educators had indicated that, without proper learning support, most EFL students might feel frustrated while learning English, which could...
Journal of Educational Technology & Society Vol. 17, No. 3 pp. 208–221
As the communication between different cultures is becoming more and more frequent, the competence of cross-cultural awareness and collaboration is emerging as a key ability in the 21st century. Face to face communication is the most efficient way...
Interactive Learning Environments Vol. 20, No. 4 (2012) pp. 331–349
Because of a shortage of physical exercise, concerns about adolescents have recently been raised in Taiwan. In educational environments where student exercise has been limited by scheduling constraints and the lack of physical exercise has become a...
Computers & Education Vol. 57, No. 1 (August 2011) pp. 1270–1280
Recent research indicated that students’ ability to construct evidence-based explanations in classrooms through scientific inquiry is critical to successful science education. Structured argumentation support environments have been built and used in ...
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 1173–1181
In the design consideration of MIT Scratch, Resnick proposed REMIX idea and mechanism for inspiring innovation and to improve learning performance of computer programming. At the same time, learning through script writing and drama performing has...
Interactivity of Question Prompts and Feedback on Secondary Students' Science Knowledge Acquisition and Cognitive Load
Educational Technology & Society Vol. 18, No. 4 pp. 159–171
This study investigated how question prompts and feedback influenced knowledge acquisition and cognitive load when learning Newtonian mechanics within a web-based multimedia module. Participants were one hundred eighteen 9th grade students who were...
Innovations in Education and Teaching International Vol. 46, No. 4 (November 2009) pp. 421–433
This paper describes a Ubiquitous Performance Support System for Teachers (UPSST) and its implementation model. Personal Digital Assistants (PDAs) were used as the platform to support high-school teachers. Based on concepts of Electronic Performance ...
Improving English as a Foreign Language Writing in Elementary Schools Using Mobile Devices in Familiar Situational Contexts
Computer Assisted Language Learning Vol. 27, No. 5 (2014) pp. 359–378
This research proposed a situational learning system to help elementary school students practice and improve their English as a foreign language (EFL) writing skills. Students carried out assigned writing tasks using the support of mobile devices in ...
Society for Information Technology & Teacher Education International Conference 2003 (2003) pp. 2275–2280
The purpose of this study was to identify the attitude toward media literacy of junior high technology teachers in Taiwan. The objects of this research were to explore technology teachers':1.Ability of teaching media literacy 2.Attitude toward media ...
The Effectiveness of a Popular Science Promotion Program on Nanotechnology for Elementary School Students in I-Lan City
Research in Science & Technological Education Vol. 33, No. 1 (2015) pp. 22–37
Background: Nanotechnology education has become an urgent priority to nurture skilled human resources for the rapidly developing nanotechnology-related industries. The promotion of popular science education focusing on nanotechnology is an ideal...
Interactive Learning Environments Vol. 24, No. 1 (2016) pp. 119–141
In the past decade, a number of personalized learning systems have been developed and they mainly focus on learners' prior knowledge. On the other hand, previous research suggested that gender differences and cognitive styles have great effects on...
Applied Psychological Measurement Vol. 37, No. 8 (November 2013) pp. 619–637
Many latent traits in the human sciences have a hierarchical structure. This study aimed to develop a new class of higher order item response theory models for hierarchical latent traits that are flexible in accommodating both dichotomous and...
Turkish Online Journal of Educational Technology - TOJET Vol. 11, No. 3 (July 2012) pp. 1–13
Disorientation problems influence student learning. To address this issue, this study uses an integrative approach to investigate the causes and consequences of disorientation problems so that a complete understanding can be obtained. Unlike...
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 1882–1888
This study reports on the development of a serious educational game (SEG) entitled HUMUNOLOGY and empirically and preliminarily examines student perceptions toward the use of HUMUNOLOGY and learning outcomes. A total of 65 Taiwanese middle school...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 1623–1628
This paper proposes an approach to track moving object in real time and to predict and trace the observed targets based on the particle filter. This system includes three parts. The first is the foreground segmentation applying color space...
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 3747–3752
This paper recounts and unpacks the two and one half year history of the continuing efforts of a student-initiated, student-led research group at a major university in the Middle US. Begun with a post to a listserv, the Language Learning &...
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 2115–2120
In this paper we focus on the roles technology played in language and literacy learning activities within a 2nd grade classroom at Zapata Elementary, a school of more than 400 students located in a metropolitan area in the Southern United States. We ...
British Journal of Educational Technology Vol. 45, No. 5 (Sep 16, 2014) pp. 820–833
The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled and examines the impact of using for learning how the body's...
Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 4332–4337
In the trend of rapid information technology development and global competition, the 21st century has become an era of knowledge economy. If teachers can apply knowledge management (KM), the teaching effectiveness will be increasing and the teachers'...
Computers & Education Vol. 59, No. 2 (September 2012) pp. 817–827
Two previous literature review-based studies have provided important insights into mobile learning, but the issue still needs to be examined from other directions such as the distribution of research purposes. This study takes a meta-analysis...
Computer-enriched instruction (CEI) is better for preview material instead of review material: An example of a biostatistics chapter, the central limit theorem
Computers & Education Vol. 55, No. 1 (August 2010) pp. 285–291
This study examines the timing using computer-enriched instruction (CEI), before or after a traditional lecture to determine cross-over effect, period effect, and learning effect arising from sequencing of instruction. A 2×2 cross-over design was...
Game-Based Auxiliary Training System for improving visual perceptual dysfunction in children with developmental disabilities: A proposed design and evaluation
Yee-Pay Wuang; Yu-Hsien Chiu; Yenming J. Chen; Chiu-Ping Chen; Chih-Chung Wang; Chien-Ling Huang; Tang-Meng Wu; Wen-Hsien Ho
Computers & Education Vol. 124, No. 1 (September 2018) pp. 27–36
The main purpose of this study was to develop and evaluate a Game-Based Auxiliary Training System (GBATS) in special education for improving visual perceptual dysfunction in children with developmental disabilities. The GBATS application program was ...
Nancy Robbins; Yen-Hai Lo; Feng-Heiung Hou; Tsai-Sheng Chou; Chin-Hung Chen; Chao-Chien Chen; Wen-Chiang Chen; Yen-Chuan Chen; Shih-Jen Wang; Shih-Yu Huang; Jong-Yiing Lii
Journal of Educational Technology Systems Vol. 30, No. 3 (2002) pp. 323–331
The design for this preliminary study was based on the experiences of the international students and faculty members of a small southwest university being surveyed and interviewed. The data collection procedure blends qualitative and quantitative...
Chenn-Jung Huang; Ming-Chou Liu; Kuo-En Chang; Yao-Ting Sung; Tz-Hau Huang; Chun-Hua Chen; Hung-Yen Shen; Kuo-Liang Huang; Jia-Jian Liao; Kai-Wen Hu; Yun-Cheng Luo; Tun-Yu Chang
Educational Technology & Society Vol. 13, No. 3 (2010) pp. 126–138
With rapid advances in the development of information technology, information access has become central to life in the 21st century. In recent years, the development of useful learning-assistance systems has become a popular topic in literature....
Using the saliency-based model to design a digital archaeological game to motivate players' intention to visit the digital archives of Taiwan's natural science museum
Jon-Chao Hong; Ming-Yueh Hwang; Yu-Ju Chen; Pei-Hsin Lin; Yao-Tien Huang; Hao-Yueh Cheng; Chih-Chin Lee
Computers & Education Vol. 66, No. 1 (August 2013) pp. 74–82
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of “learning for playing” ...