Search results for author:"Kai-hsin Tai"
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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...
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...
Internet cognitive failure affects learning progress as mediated by cognitive anxiety and flow while playing a Chinese antonym synonym game with interacting verbal–analytical and motor-control
Computers & Education Vol. 100, No. 1 (September 2016) pp. 32–44
According to the person-artifact-task model, the process of gameplay can trigger a range of emotional responses and wide variation in students' behaviors, consequently leading to varying learning outcomes. How internet cognitive failure (ICF) can...
Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety
Computers & Education Vol. 88, No. 1 (October 2015) pp. 109–118
To compare the perception of animated to static mode of gameplay and how it affects the emotional state and performance of playing, this study designed two games, Chinese idiom string up game (CISUG) and Chinese idiom fishing game (CIFG). Seven...
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) ...
Crystallized intelligence affects hedonic and epistemic values to continue playing a game with saliency-based design
Computers & Education Vol. 95, No. 1 (April 2016) pp. 75–84
The purpose of most educational games is to generate students' interest to learn or apply their knowledge. This study designed a new type of human-computer interaction for players to “blow away” the sand shown on the smartphone screen by physically...
Self-Efficacy Relevant to Competitive Anxiety and Gameplay Interest in the One-on-One Competition Setting
Educational Technology Research and Development Vol. 63, No. 5 (2015) pp. 791–807
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this...
Parental Monitoring Predicts Students' Prosocial and Impulsive Tendencies Relevant to Consequence-Based Reasoning in a Blended Learning Environment
Interactive Learning Environments Vol. 24, No. 7 (2016) pp. 1534–1551
Consequential reasoning relevant to moral development has not been effectively practised in elementary schools in Taiwan. The present study designed a "To Do or Not To Do" website for students to explore moral dilemma situations and...
An Exploration of Students' Science Learning Interest Related to Their Cognitive Anxiety, Cognitive Load, Self-Confidence and Learning Progress Using Inquiry-Based Learning with an iPad
Research in Science Education Vol. 47, No. 6 (2017) pp. 1193–1212
Based on the cognitive-affective theory, the present study designed a science inquiry learning model, "predict-observe-explain" (POE), and implemented it in an app called "WhyWhy" to examine the effectiveness of students' science ...
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...
The Innovativeness and Self-Efficacy Predict the Acceptance of Using iPad2 as a Green Behavior by the Government's Top Administrators
Turkish Online Journal of Educational Technology - TOJET Vol. 12, No. 2 (April 2013) pp. 313–320
Apple released the first iPad in 2010, and since then various operating systems have emerged. Many corporations have adopted the use of tablets in efforts toward organizational innovation. Innovation is the motivation for organizations to move...
Computers & Education Vol. 138, No. 1 (September 2019) pp. 33–45
The game design for students to practice reasoning skills is very important for improving learning effectiveness. To date, abductive, inductive and deductive reasoning are considered as equally important for developing students’ thinking skills, but ...