Search results for author:"Liu Chang"
Total records matched: 5 Search took: 0.115 secs
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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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Science Career Exploration in an Appalachian Middle School: A Case Study
William Young; Juan Flores; Teresa Franklin; David Chelberg; Liu Chang
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 279–288
STEAMiE is an educational game engine developed by Ohio University for an NSF-GK-12 program called STEAM (Science and Technology Enhancement for Appalachian Middle-schoolers). The engine is designed to allow developers to create a variety of...
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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...