Search results for author:"Jon-chao Hong"
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World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 3619–3640
From a cognitive standpoint, interactive flash player media are designed to make learning more appealing and engaging for students to immerse themselves in a learning environment enhancing student motivation and learning effects. Twenty educational...
EdMedia: World Conference on Educational Media and Technology 2015 (Jun 22, 2015) pp. 1212–1216
Chinese idioms are very essential to reading or writing Chinese and have become the core of Chinese courses. To enhance interest in learning Chinese idioms, the present study developed a Chinese Idiom String Up Game for students to play in the one...
EdMedia + Innovate Learning 2016 (Jun 28, 2016) pp. 450–454
Gardens, in the larger context, nature, have long been a component of what educational progressives have associated with real life. In other words such an understanding emphasizes the continued construction and reconstruction of science concept in...
Global Learn 2010 (May 17, 2010) pp. 1028–1037
The purpose of the current study was to examine levels of technology acceptance among 20 elementary teachers and to evaluate the differences in rating the acceptance of the online "heart-attack" game called “Next”. The online game system functioned...
EdMedia: World Conference on Educational Media and Technology 2015 (Jun 22, 2015) pp. 1217–1222
The present study focused on those who born in Taiwan but raised in their mothers’ homelands during their early years, and involved in the Southeast Asian Heritage Learners of Chinese (SAHLCs) programs that assist with Chinese language learning. The ...
EdMedia + Innovate Learning 2016 (Jun 28, 2016) pp. 445–449
The purpose of this study was to investigate how the presence of environmental protection knowledge to the primary sequence of problem-solving. Using a task sequence learning paradigm, the present study designed an environmental problem-solving...
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 ...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 1923–1928
In order to compare a static agent to an animated agent, this study designed two types of Chinese idiom games called String-Up for the static agent and Fishing for the animated agent. All participants in this study were 5th and 6th grade elementary...
Global Learn 2010 (May 17, 2010) pp. 1564–1573
With the development of the technology, learning is no longer confined in school. Everyone can surf the internet and access to every piece of information they want to obtain. Digital game-based learning laboratory is built for this matter, and it...
World Conference on Educational Media and Technology 2004 (2004) pp. 3022–3027
Although the use of computer technology in classrooms is an innovative approach to teaching, teachers with creativity might not use technology as intensively as they use other creative strategies in the classroom. Eight teachers who won the award of ...