Search results for author:"Yi-Ling Chen"
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Journal of Educational Technology & Society Vol. 17, No. 2 pp. 169–182
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This ...
From Knowledge Sharing to Knowledge Creation: A Blended Knowledge-Management Model for Improving University Students' Creativity
Thinking Skills and Creativity Vol. 7, No. 3 (December 2012) pp. 245–257
Creativity and knowledge management are both important competences that university students need to strive to develop. This study therefore developed and evaluated an instructional program for improving university students' creativity based on a...
Educational and Psychological Measurement Vol. 71, No. 1 (February 2011) pp. 200–216
The study aims to develop three school bullying scales--the Bully Scale, the Victim Scale, and the Witness Scale--to assess secondary school students' bullying behaviors, including physical bullying, verbal bullying, relational bullying, and cyber...
EdMedia + Innovate Learning 2016 (Jun 28, 2016) pp. 98–102
This paper reports findings from a large-scale study investigating new media literacy of school students in Singapore. The conceptual framework for new media literacy adopted in this study can be found in our previous paper (Chen, Wu & Wang, 2011). ...
Topics: Country-Specific Developments
The Role of Pre-Game Learning Attitude in the Prediction to Competitive Anxiety, Perceived Utility of Pre-Game Learning of Game, and Gameplay Interest
Interactive Learning Environments Vol. 24, No. 1 (2016) pp. 239–251
Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of...
Using a “prediction–observation–explanation” inquiry model to enhance student interest and intention to continue science learning predicted by their Internet cognitive failure
Computers & Education Vol. 72, No. 1 (March 2014) pp. 110–120
The development of information technology, such as iPad applications, facilitates the implementation of constructivist teaching methods. Thus, the present study developed a “prediction–observation–explanation” (POE) inquiry-based learning mode to...
Establishing the norm of new media literacy of Singaporean students: Implications to policy and pedagogy
Computers & Education Vol. 124, No. 1 (September 2018) pp. 1–13
With the increasing impact of new media, Singapore has responded to the fast-changing media environment within the educational sector. A large-scale study was conducted in Singaporean schools to establish the norm of Singaporean students’ new media...
Computers & Education Vol. 85, No. 1 (July 2015) pp. 84–93
The rapid development of mobile technology have proliferated new media to most aspects of our daily life. This new way of consuming and creating information is in particular attractive to youths as a platform and space for activities not passible in ...
Using calibration to enhance students' self-confidence in English vocabulary learning relevant to their judgment of over-confidence and predicted by smartphone self-efficacy and English learning anxiety
Computers & Education Vol. 72, No. 1 (March 2014) pp. 313–322
In this paper, calibration was introduced to improve English vocabulary learning for learners to reduce the number of repetitions and to improve vocabulary memorization. Thus, an App for the iPhone 4 called English Vocabulary Learning @ Star (EVL@S) ...
Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory
Computers & Education Vol. 69, No. 1 (November 2013) pp. 369–376
Most educational games require high speed process; they require fast recognitions and accurate hand-eye coordination to play. Under this constraint, Dual Process theory (DPT) indicated players have different levels of cognitive process over...
Integrating a Moral Reasoning Game in a Blended Learning Setting: Effects on Students' Interest and Performance
Interactive Learning Environments Vol. 24, No. 3 (2016) pp. 572–589
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a...