Search results for author:"Hong-Chao Chen"
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International Journal of Technology and Design Education Vol. 21, No. 3 (August 2011) pp. 335–347
The POWERTECH contest in Taiwan was established in an attempt to promote inventiveness and technology to elementary school pupils. The POWERTECH contest is designed as a collaborative learning system for project design. Project design is comprised...
An Interoperable Model for the Intelligent Content Object Based on a Knowledge Ontology and the SCORM Specification
Journal of Educational Computing Research Vol. 56, No. 5 (2018) pp. 723–749
Based on the sharable content object concept of advanced distributed learning, an ontology-based intelligent content object (ICO) that can automatically reason and be reused is proposed. Then, by extending the advanced distributed learning or...
Mining Formative Evaluation Rules Using Web-Based Learning Portfolios for Web-Based Learning Systems
Educational Technology & Society Vol. 9, No. 3 (2006) pp. 69–87
Learning performance assessment aims to evaluate what knowledge learners have acquired from teaching activities. Objective technical measures of learning performance are difficult to develop, but are extremely important for both teachers and...
Global Learn 2010 (May 17, 2010) pp. 1574–1583
This study investigated whether Chinese students who learn English as second language would improve on their usage and fluency of pronoun by using interactive pronoun video games. It is mainly focus on the three part of speech of pronoun: subject ...
Turkish Online Journal of Educational Technology - TOJET Vol. 11, No. 2 (April 2012) pp. 255–263
In this modern and technologically dependent society, people seek to improve human performance, get higher productivity and increase user satisfaction with technologies. In Chinese society, Chinese Idiom learning plays an important role in...
Gender differences in cognitive load and competition anxiety affect 6th grade students' attitude toward playing and intention to play at a sequential or synchronous game
Computers & Education Vol. 60, No. 1 (January 2013) pp. 254–263
Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors ...
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) ...
Educational Technology & Society Vol. 16, No. 4 (2013) pp. 111–121
A number of studies have been devoted to investigating the influence of educational agents on different aspects of student learning. However, little attention has been paid to the effects of the level-up mechanism of educational agents on students...
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...
Applying the technology acceptance model in a study of the factors affecting usage of the Taiwan digital archives system
Computers & Education Vol. 57, No. 3 (November 2011) pp. 2086–2094
The rapid development of information and communication technology and the popularization of the Internet have given a boost to digitization technologies. Since 2001, The National Science Council (NSC) of Taiwan has invested a large amount of funding ...
Topics: Human Computer Interaction
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...
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...
Interactive Learning Environments Vol. 17, No. 1 (March 2009) pp. 15–35
Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetical computation, game strategy, and teamwork into one game allows players to interactively "steer" the playfulness and enhance learning. In ...
The effect of the “Prediction-observation-quiz-explanation” inquiry-based e-learning model on flow experience in green energy learning
Jon-Chao Hong; Chi-Ruei Tsai; Hsien-Sheng Hsiao; Po-Hsi Chen; Kuan-Cheng Chu; Jianjun Gu; Jirarat Sitthiworachart
Computers & Education Vol. 133, No. 1 (May 2019) pp. 127–138
There are several models of inquiry-based learning, some of which may be practiced in experimental classroom teaching, and some of which may be used in online teaching. This study proposes the “prediction-observation-quiz-explanation” (POQE) model...
Turkish Online Journal of Educational Technology - TOJET Vol. 10, No. 2 (April 2011) pp. 82–90
This idea of integrating moral education to digital gaming platform had been discussed since digital and online approaches were used in teaching. Online interactive instruction was one of moral teaching forms to assist moral instruction. However,...
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” ...