Search results for author:"Morris Siu-yung Jong"
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Sustaining the adoption of gamified outdoor social enquiry learning in high schools through addressing teachers’ emerging concerns: A 3‐year study
Morris Siu‐yung Jong
British Journal of Educational Technology Vol. 50, No. 3 (May 2019) pp. 1275–1293
Gamified Authentic Mobile Enquiry in Society (GAMES) is a GPS‐supported mobile application for gamifying social enquiry learning in outdoor environments. Teachers are always the “educational innovation gatekeepers” in schools. This paper reports on...
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Understanding the Concerns of Teachers about Leveraging Mobile Technology to Facilitate Outdoor Social Inquiry Learning: The EduVenture Experience
Morris Siu-yung Jong; Chin-Chung Tsai
Interactive Learning Environments Vol. 24, No. 2 (2016) pp. 328–344
Our work is within the context of the ubiquitous discussion about adopting mobile devices to offer school-age students new learner-centric learning opportunities. Leveraging location-based context-aware mobile technology, based on the theoretical...
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Impeding Phenomena Emerging from Students' Constructivist Online Game-Based Learning Process: Implications for the Importance of Teacher Facilitation
Morris Siu-yung Jong; Junjie Shang
Journal of Educational Technology & Society Vol. 18, No. 2 pp. 262–283
"Virtual Interactive Student-Oriented Learning Environment" ("VISOLE") is a pedagogical approach to integrating constructivist online game-based learning (COGBLe) into formal teaching in school education. This paper reports a...
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Gamifying and Mobilising Social Enquiry-Based Learning in Authentic Outdoor Environments
Morris Siu-Yung Jong; To Chan; Ming-Tak Hue; Vincent W. L. Tam
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 277–292
There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance the current learning and teaching practices in school education. Leveraging the context-aware mobile technology and student...
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Gamifying Outdoor Social Inquiry Learning with Context-Aware Technology
Morris Siu-Yung Jong; Tom Chan; Vincent Tam; Ming-Tak Hue
International Association for Development of the Information Society (IADIS) International Conference on Educational Technologies 2017 (2017)
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of...