Search results for author:"Liu Chang"
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35th Anniversary - SITE 2024 Attendees: if you are looking for papers from this conference, please use this special attendee-only 35th Anniversary - SITE 2024 search
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Web Survey Design in ASP.Net 2.0: A Simple Task with One Line of Code
Chang Liu
Journal of Information Systems Education Vol. 18, No. 1 (2007) pp. 11–14
Over the past few years, more and more companies have been investing in electronic commerce (EC) by designing and implementing Web-based applications. In the world of practice, the importance of using Web technology to reach individual customers has ...
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Multi-Level Adaptation in End-User Development of 3D Virtual Chemistry Experiments
Chang Liu; Ying Zhong
International Journal of Virtual and Personal Learning Environments Vol. 5, No. 1 (January 2014) pp. 54–72
Multi-level adaptation in end-user development (EUD) is an effective way to enable non-technical end users such as educators to gradually introduce more functionality with increasing complexity to 3D virtual learning environments developed by...
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Using Cascading Style Sheets to Design a Fly-Out Menu with Microsoft Visual Studio
Chang Liu; Charles Downing
Journal of Information Systems Education Vol. 21, No. 3 (2010) pp. 275–281
The menu has become an integrated component within nearly all professionally designed websites. This teaching tip presents a no-code way to design either a vertical or a horizontal fly-out menu by using Cascading Style Sheets (CSS) within Microsoft...
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The Influence of Clickers Use on Metacognition and Learning Outcomes in College English Classroom
Yu Zhonggen; Chang Liu
International Journal of Information and Communication Technology Education Vol. 10, No. 2 (April 2014) pp. 50–61
Use of Clickers in classroom teaching and learning has become growingly popular in USA. This study aims to identify whether use of Clickers in college English class can improve learners' English proficiency and enhance students' awareness of...
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Digital Audio/Video in Multimedia: New Challenge for Educators
James E. Yao; Chang Liu
World Conference on Educational Media and Technology 2001 (2001) p. 2104
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Enabling Customization through Web Development: An Iterative Study of the Dell Computer Corporation Website
Chang Liu; Brian G. Mackie
Journal of Information Systems Education Vol. 19, No. 3 (2008) pp. 291–300
Throughout the last decade, companies have increased their investment in electronic commerce (EC) by developing and implementing Web-based applications on the Internet. This paper describes a class project to develop a customized computer website...
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Improving Public Awareness of Everyday Chemical Pollutants Utilizing a 3-D Immersive Game
Yanhui Fang; Tiao Chang; Ying Zhong; En Ye; Chang Liu
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 3811–3816
Many environmental issues are caused by irresponsible behaviors. To equip people with knowledge of everyday chemical pollutants is crucial to favorable attitudes and choices which lead to improved environmental quality and public health. This paper...
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WaveHero: An educational game for K-12 Students
Michael Farrell; William Young; Teresa Franklin; David Chelberg; Chang Liu
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1430–1435
Educational video game designers are faced with many challenges. Today, most commercial video game systems are capable of handling high-performance interactive 3D graphics. Such advances increase competition between educational game developers and ...
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Game-based Learning Aids in Second Life
William Young; Teresa Franklin; Tessa Cooper; Stephen Carroll; Chang Liu
Journal of Interactive Learning Research Vol. 23, No. 1 (Jan 01, 2012) pp. 57–80
** Invited as a paper from SITE 2009 ** In an age of technological advancement, video games have been found to be effective teaching aids in middle school science classrooms. A National Science Foundation (NSF) project at Ohio University, known...
Topics: Games, Learning Outcomes, Curriculum, Educational Technology, Multimedia, Computers
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Facilitating 3D Virtual World Learning Environments Creation by Non-Technical End Users through Template-Based Virtual World Instantiation
Chang Liu; Ying Zhong; Sertac Ozercan; Qing Zhu
International Journal of Virtual and Personal Learning Environments Vol. 4, No. 1 (January 2013) pp. 32–48
This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). iVirtualWorld, a prototype of a platform...
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Learning Financial Literacy in a Three-Dimensional Virtual Environment
Teresa Franklin; Sertac Ozercan; Roger Shelor; Chang Liu
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 2112–2120
Game-like three-dimensional (3-D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists,...
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Using the Virtual World of Second Life to Create Educational Games for Real World Middle School Science Classrooms
Tessa Cooper; Stephen Carroll; Chang Liu; David Chelberg; Teresa Franklin
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 2124–2133
Educational video games are an effective medium for teaching in modern middle school classrooms. The Science and Technology Enrichment for Appalachian Middle-schoolers (STEAM) project at Ohio University has developed multiple computer games in...
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An Overview of First Generation STEAMiE Learning Objects
Chad Mourning; Scott Nykl; David Chelberg; Teresa Franklin; Chang Liu
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 3748–3757
Today’s educational games are often associated with specific stigmas connoting boring and uneventful game play. When compared with today’s most popular recreational games, these prejudices may appear justified. Current educational software needs to...
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Weather Challenge: A Case Study in Using Second Life to Create Educational Science Games for Middle School Classrooms
Tessa Cooper; Chang Liu; Teresa Franklin; David Chelberg
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1422–1429
Weather Challenge is an educational video game created inside Second Life and is intended to teach meteorology concepts to middle school science students. The game was created as part of the STEAM project at Ohio University. Through this project,...
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The Virtual Boat: Design Team Issues in the Development of a Virtual Simulations for High School Science
Teresa Franklin; Sertac Ozercan; Chang Liu; Nathan Andre
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 2278–2285
This paper examines the design process when computer science programmers and non-programmers (engineers) must work as a team to design a 3-D virtual simulation called the Virtual Boat. The challenges of design and ‘team’ will be discussed to provide ...
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Games and Engineers in the Middle School Science Classroom: A Case Study
Teresa Franklin; Jason Mayles; Chang Liu; David Chelberg
Society for Information Technology & Teacher Education International Conference 2007 (Mar 26, 2007) pp. 1207–1212
This paper examines the use of gaming software both within virtual (Second Life) and standalone environments in middle school science classrooms in rural Appalachian schools in Ohio. The case study presents insights into what happens when games...
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A Case Study of a Virtual World Application for Learning
William Young; Yiing Zhong; Sertac Ozercan; Stephen Carroll; Qing Zhu; Chang Liu
World Conference on Educational Media and Technology 2010 (Jun 29, 2010) pp. 3875–3880
Virtual worlds are gaining popularity as a tool for communication, teaching, and for other social interactions. However, creating virtual worlds remains a challenge for ‘average users’ who do not have a substantial amount of technical expertise in...
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An Investigation of Self-Efficacy using Educational Video Games Developed by the GK-12 STEAM Project
William Young; Li-Wei Peng; Stephen Carroll; Teresa Franklin; Chang Liu; David Chelberg
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 3695–3707
Educational video games can be used affectingly when teaching science in the classroom. The Science and Technology Enrichment for Appalachian Middle-schoolers (STEAM) project has developed a variety of educational content using different technology...
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A Learning Game for Youth Financial Literacy Education in the Teen Grid of Second Life Three-Dimensional Virtual Environment
Chang Liu; Teresa Franklin; Roger Shelor; Sertac Ozercan; Jarrod Reuter; En Ye; Scott Moriarty
American Journal of Business Education Vol. 4, No. 7 (2011) pp. 1–18
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, ...
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STEM Learning in Middle School with Games and Simulations
Teresa Franklin; Shelby Morge; Sridhar Narayan; Gene Tagliarini; Gerald Knezek; Rhonda Christensen; Tandra Tyler-Wood; Chang Liu; David Chelberg
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1445–1449
STEM education is a major focus of recent legislation and funding in Congress as the number of scientists and mathematicians, engineers and technologists are sadly lacking to support innovation and the ever changing economy (Ashby, 2006). Recently, ...