Search results for author:"Chun-Ming Hung"
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Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement
International Journal of Distance Education Technologies Vol. 13, No. 1 (2015) pp. 87–102
In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science...
Improving Learning Achievements, Motivations and Problem-Solving Skills through a Peer Assessment-Based Game Development Approach
Educational Technology Research and Development Vol. 62, No. 2 (April 2014) pp. 129–145
In this study, a peer assessment-based game development approach is proposed for improving students' learning achievements, motivations and problem-solving skills. An experiment has been conducted to evaluate the effectiveness of the proposed...
Constructing a Web-Based Career Cognition Competence Testing System and the Modeling of Career Planning Cognition Integrated Model for Technological University Students in Taiwan
World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 1762–1768
This study aimed to probe into technological university students’ cognition competence of career planning cognition model, including career self-traits cognition, career information source cognition, and job market environment cognition, on the...
An Electronic Library-Based Learning Environment for Supporting Web-Based Problem-Solving Activities
Educational Technology & Society Vol. 15, No. 4 (2012) pp. 252–264
This study aims to develop an electronic library-based learning environment to support teachers in developing web-based problem-solving activities and analyzing the online problem-solving behaviors of students. Two experiments were performed in this ...
Turkish Online Journal of Educational Technology - TOJET Vol. 10, No. 2 (April 2011) pp. 1–10
The aim of this study was to explore the influence of applying a game-based learning approach to nutrition education. The quasi-experimental nonequivalent-control group design was adopted in a four-week learning activity. The participants included...
Educational Technology Research and Development Vol. 60, No. 4 (August 2012) pp. 623–638
In recent years, many researchers have been engaged in the development of educational computer games; however, previous studies have indicated that, without supportive models that take individual students' learning needs or difficulties into...
Does Using E-Portfolios for Reflective Writing Enhance High School Students' Self-Regulated Learning?
Technology, Pedagogy and Education Vol. 25, No. 3 (2016) pp. 317–336
The study aims to examine whether reflective writing using e-portfolios enhances high school students' self-regulated learning. Participants included two classes of eighth-graders majoring in Information Processing and taking a course called "...
Investigating the Mediating Role of Affective Commitment in a Computer Supported Collaborative Learning Environment
International Journal of Technology and Educational Marketing Vol. 4, No. 1 (January 2014) pp. 62–71
Because of the evolution of community supported collaborative learning (CSCL), the online community has become a necessary aspect of most companies and organizations. Previous research has indicated that employee community commitment is the...
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....