Search results for author:"H C Chang"
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Examining the Effects of Learning Motivation and of Course Design in an Instructional Simulation Game
Interactive Learning Environments Vol. 18, No. 4 (December 2010) pp. 319–339
In recent years, games have been proven to be an effective tool in supplementing traditional teaching methods. Through game playing, students can strengthen their cognitive-recognition architecture and can gain satisfaction as well as a sense of...
Journal of Computer Assisted Learning Vol. 28, No. 4 (August 2012) pp. 322–335
Various writing assistance tools have been developed through efforts in the areas of natural language processing with different degrees of success of curriculum integration depending on their functional rigor and pedagogical designs. In this paper,...
Internet cognitive failure and fatigue relevant to learners' self-regulation and learning progress in English vocabulary with a calibration scheme
Journal of Computer Assisted Learning Vol. 31, No. 5 (Oct 01, 2015) pp. 450–461
To determine the factors of learning effectiveness in English vocabulary learning when using a calibration scheme, this study developed a freshman English mobile device application (for iPhone 4) for students with low levels of English proficiency...
Journal of Computer Assisted Learning Vol. 25, No. 4 (August 2009) pp. 375–385
Digital teaching portfolios have been proposed as an effective tool for teacher learning and professional development, but there is a lack of empirical evidence supporting their effectiveness. This study proposed the design of a structured digital...
Computer Assisted Language Learning Vol. 28, No. 1 (2015) pp. 22–40
Paraphrasing, or restating information using different words, is critical to successful writing. However, EFL learners have difficulty in making paraphrases to meet their writing demands, and there has been little research on developing automatic...
Development of children's creativity and manual skills within digital game-based learning environment
Journal of Computer Assisted Learning Vol. 30, No. 4 (Aug 23, 2014) pp. 377–395
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students’ creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to...
Development of Children's Creativity and Manual Skills within Digital Game-Based Learning Environment
Journal of Computer Assisted Learning Vol. 30, No. 4 (August 2014) pp. 377–395
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to...
An analysis of collaborative problem-solving activities mediated by individual-based and collaborative computer simulations
C.‐J. Chang; M.‐H. Chang; C.‐C. Liu; B.‐C. Chiu; S.‐H. Fan Chiang; C.‐T. Wen; F.‐K. Hwang; P.‐Y. Chao; Y.‐L. Chen; C.‐S. Chai
Journal of Computer Assisted Learning Vol. 33, No. 6 (December 2017) pp. 649–662
Researchers have indicated that the collaborative problem-solving space afforded by the collaborative systems significantly impact the problem-solving process. However, recent investigations into collaborative simulations, which allow a group of...
Journal of Computer Assisted Learning Vol. 21, No. 3 (June 2005) pp. 181–189
"1:1" educational computing refers to a scenario where every student in a group or class uses a computing device equipped with wireless communication capability to conduct a learning task. This paper, drawing from design experiences with our digital ...
A Simulation-Based LED Design Project in Photonics Instruction Based on Industry-University Collaboration
IEEE Transactions on Education Vol. 54, No. 4 (November 2011) pp. 582–589
In response to the growing industrial demand for light-emitting diode (LED) design professionals, based on industry-university collaboration in Taiwan, this paper develops a novel instructional approach: a simulation-based learning course with peer...
Mobile Guide System Using Problem-Solving Strategy for Museum Learning: A Sequential Learning Behavioural Pattern Analysis
Journal of Computer Assisted Learning Vol. 26, No. 2 (April 2010) pp. 106–115
Mobile devices have been increasingly utilized in informal learning because of their high degree of portability; mobile guide systems (or electronic guidebooks) have also been adopted in museum learning, including those that combine learning...
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 248–258
Graduate students usually lack sufficient ability to read academic papers effectively and efficiently. For facilitating their reading comprehension, this study adopts summarization as a main reading strategy under the scaffold of keyword evaluation. ...
Wen-Chia C. Chang; Larry H. Ludlow; Lexie Grudnoff; Fiona Ell; Mavis Haigh; Mary Hill; Marilyn Cochran-Smith
Teaching and Teacher Education: An International Journal of Research and Studies Vol. 82, No. 1 (June 2019) pp. 69–85