Search results for author:"Liu Chang"
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World Conference on Educational Media and Technology 2006 (June 2006) pp. 434–440
In this pilot, we try to construct a web-based forum and community scale (hereinafter referred as "WFCS"). According to related studies, we adapted five factors about attitudes toward web-based forum and implemented two factors about attitudes...
Using the Virtual World of Second Life to Create Educational Games for Real World Middle School Science Classrooms
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...
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...
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...
Using a Web Enhanced, Inquiry-Based Learning Module to Increase Cultural Awareness Among Middle School Students
World Conference on Educational Media and Technology 2006 (June 2006) pp. 1408–1415
The challenges of teaching cultural issues about East Asian countries include 1) lack of visually enriched materials available, and 2) lack of sufficient knowledge by the teachers. Given the current trend towards a global economy, there is an...
Designing Interactive Multimedia to Promote Cultural Awareness Among Middle School Social Studies Students
Lucas Horton; Min Liu; Damien Brockmann; Hyeseung Chang; Ivonne Gibbs; Shih-Ting Lee; Tomoko Traphagan
World Conference on Educational Media and Technology 2006 (June 2006) pp. 2829–2834
This presentation describes the development of an interactive multimedia learning environment called Not Just Sushi to support inquiry-based learning in sixth grade Social Studies classrooms. The goals of the project are to enhance appreciation...
British Journal of Educational Technology Vol. 44, No. 5 (Sep 05, 2013) pp. 758–773
A general challenge facing Internet-based learners is how to identify information objects which are helpful in expanding their understanding of important information in a domain. Recommendation systems may assist learners in identifying potentially...
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...
Collecting Feedback on the Quality of Distance Education: A Follow-Up Survey of China Central Radio and TV University Graduates and Their Employers
Open Learning Vol. 23, No. 3 (November 2008) pp. 215–229
Timely collection of feedback on the quality of teaching from graduates and their employers is of great significance in distance education, and can help enhance the quality of teaching and improve management and all-round learner support. However,...
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 1385–1390
Most CAPTCHAs are designed to defense bots-logon to exploit, the massive spam and registration attacks. However, both text-based and imaged-based challenges which are not suitable for mobile devices. Text-based CAPTCHAs with too much noises and...
Educational Studies Vol. 37, No. 2 (May 2011) pp. 233–243
This study investigates the attitudes of a group of low-status women towards computers through a deliberately designed computer training programme. Four aspects of the women's attitudes were examined, including computer anxiety, confidence, liking...
Peter A. Weldon; Jevdet Rexhepi; ChenWei Chang; Lauren Jones; Lucas Arribas Layton; Amy Liu; Susan McKibben; Greg Misiaszek; Liliana Olmos; Amy Quon; Carlos Alberto Torres
Compare: A Journal of Comparative and International Education Vol. 41, No. 1 (January 2011) pp. 5–24
In this study, faculty at institutions of higher education in Southern California were surveyed to determine the ways they interpret the effects of globalization dynamics upon their various teaching and research activities. Faculty in the state's...
Computers & Education Vol. 31, No. 2 (1998) pp. 195–210
A testing-based diagnosing system is implemented. The system has a problem library that collects some suitable problems and associated answers. The answers of each problem are related to misconceptions. Problem selector in the system provides some...
The effects of integrating mobile devices with teaching and learning on students' learning performance: A meta-analysis and research synthesis
Computers & Education Vol. 94, No. 1 (March 2016) pp. 252–275
Mobile devices such as laptops, personal digital assistants, and mobile phones have become a learning tool with great potential in both classrooms and outdoor learning. Although there have been qualitative analyses of the use of mobile devices in...
Effects of a computer-assisted concept mapping learning strategy on EFL college students’ English reading comprehension
Computers & Education Vol. 54, No. 2 (February 2010) pp. 436–445
The purpose of this research was to investigate the effects of a computer-assisted concept mapping learning strategy on EFL college learners’ English reading comprehension. The research questions were: (1) what was the influence of the computer...
Cognitive resources allocation in computer-mediated dictionary assisted learning: From word meaning to inferential comprehension
Computers & Education Vol. 127, No. 1 (December 2018) pp. 113–129
Computer-mediated dictionaries have been important and widely used aids in the comprehension of, and learning from online texts. However, despite the convenience of computer-mediated dictionaries in retrieving word meaning, its use may reduce the...
Extending the TAM model to explore the factors that affect Intention to Use an Online Learning Community
Computers & Education Vol. 54, No. 2 (February 2010) pp. 600–610
An online learning community enables learners to access up-to-date information via the Internet anytime–anywhere because of the ubiquity of the World Wide Web (WWW). Students can also interact with one another during the learning process. Hence,...
An analysis of student collaborative problem solving activities mediated by collaborative simulations
Chia-Jung Chang; Ming-Hua Chang; Bing-Cheng Chiu; Chen-Chung Liu; Shih-Hsun Fan Chiang; Cai-Ting Wen; Fu-Kwun Hwang; Ying-Tien Wu; Po-Yao Chao; Chia-Hsi Lai; Su-Wen Wu; Chih-Kang Chang; Wenli Chen
Computers & Education Vol. 114, No. 1 (November 2017) pp. 222–235
Collaborative problem solving (CPS) is considered as one of the core competencies of the 21st century. Collaborative simulations which allow multiple students to participate in CPS activities in a shared simulation session are now increasingly...
International Journal of Emerging Technologies in Learning (iJET) Vol. 14, No. 3 (Feb 14, 2019) pp. 201–219
The lack of effective safety education training in curriculum design could expose children to serious safety accidents both in schools and at homes in China. To highlight the importance of safety education, this study was intended to design and...
Silvia Wen-Yu Lee; Chin-Chung Tsai; Ying-Tien Wu; Meng-Jung Tsai; Tzu-Chien Liu; Fu-Kwun Hwang; Chih-Hung Lai; Jyh-Chong Liang; Huang-Ching Wu; Chun-Yen Chang
International Journal of Science Education Vol. 33, No. 14 (2011) pp. 1893–1925
Internet-based science learning has been advocated by many science educators for more than a decade. This review examines relevant research on this topic. Sixty-five papers are included in the review. The review consists of the following two major...
Journal of Educational Computing Research Vol. 40, No. 1 (2009) pp. 111–139
The purpose of this study was to use multiple data sources, both objective and subjective, to capture students' thinking processes as they were engaged in problem solving, examine the cognitive tool use patterns, and understand what tools were used...
Technology enabled active learning (TEAL) in introductory physics: Impact on genders and achievement levels
Australasian Journal of Educational Technology Vol. 27, No. 7 (Jan 01, 2011) pp. 1082–1099
This study explored the impact of Technology Enabled Active Learning (TEAL) on students learning general physics, focusing on differences between genders and among various achievement levels. A quasi-experimental investigation was conducted...
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 ...
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...
International Journal of Online Pedagogy and Course Design Vol. 1, No. 2 (April 2011) pp. 31–45
This study focuses on the phenomenon of adolescent bloggers’ creativity from adolescent peers’ viewpoints. The participants are five twelve- to eighteen-year-old adolescent bloggers who continue managing their blogs. Online questionnaire and semi...
World Conference on Educational Media and Technology 2001 (2001) p. 2104
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...
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 ...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 4510–4518
This study examined how a group of middle school teachers implemented a multimedia enriched problem-based learning (PBL) environment to teach sixth grade science. . A description of contrasting narratives of two pairs of teachers is presented,...
Facilitating 3D Virtual World Learning Environments Creation by Non-Technical End Users through Template-Based Virtual World Instantiation
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...
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,...
Learning Achievement in Solving Word-Based Mathematical Questions through a Computer-Assisted Learning System
Educational Technology & Society Vol. 15, No. 1 (2012) pp. 248–259
This study developed a computer-assisted mathematical problem-solving system in the form of a network instruction website to help low-achieving second- and third-graders in mathematics with word-based addition and subtraction questions in Taiwan....
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 4235–4242
Since many research continuously all has been devoting to the motion study navigation development. How to let students feel happy when they are learning becomes an important task. Students need helpful message when they are learning in the real...
Weather Challenge: A Case Study in Using Second Life to Create Educational Science Games for Middle School Classrooms
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,...
The Virtual Boat: Design Team Issues in the Development of a Virtual Simulations for High School Science
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 ...
World Conference on Educational Media and Technology 2007 (Jun 25, 2007) pp. 876–880
Abstract: This paper reports a usability testing study on Chinese Learning web sites. Two comprehensive sites were selected out of the original pool of sixteen Chinese learning sites. The selection criteria are the inclusion of learning components,...
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...
Study on a computerized learning diagnostics system combining portfolio assessment and career cognition tests - application in industrial subject instruction in advanced technical and vocational education
World Conference on Educational Media and Technology 2012 (Jun 26, 2012) pp. 1595–1603
The purpose of this study is to establish a computerized learning diagnostics system that combines portfolio assessment and career cognition tests, and in turn, apply this diagnostics system to explore whether the accomplishments of current students ...
Journal of Educational Technology & Society Vol. 11, No. 1 (2008) pp. 29–44
Students in network-based learning environments may have their own learning paths based on either their learning results or status. The learning system can choose suitable learning materials for individual students depending on students' learning...
EdMedia + Innovate Learning 1999 (1999) pp. 1819–1825
As the World Wide Web (the Web) become popular, increasing number of distance learning systems are built on the Web. Yet, Instructors must onerously write complex programs to manage students' learning behavior in a web based collaborative learning...
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 5740–5748
Evaluating students’ learning effects is an important issue in educational assessment. A common used assessment tool for estimating what students have learned is test, however, item construction is a time-consuming job. This research designs an...
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 4580–4585
Trust is one of the important factors in communication. In the learning environment, if the relationship between teachers and students lacks trust to each other, the learning performance will turn to low. And the learning recommended system which...
World Conference on Educational Media and Technology 2001 (2001) pp. 274–279
Because students can not interact face to face with each other in an asynchronous learning situation, they are difficult to know who is able to help them. Thus, teachers or teaching assistants should put many efforts in solving students' questions....
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...
An Investigation of Self-Efficacy using Educational Video Games Developed by the GK-12 STEAM Project
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...
Min Liu; Lucas Horton; Stephanie Corliss; Marilla Svinicki; Treavor Bogard; JungIn Kim; Hyeseung Maria Chang
World Conference on Educational Media and Technology 2007 (Jun 25, 2007) pp. 3644–3652
The purpose of this study is to use multiple data sources, both objective and subjective, to capture students' thinking process as they were engaged in problem-solving process, examine the cognitive tool use patterns, and understand what tools were...
Design and Development of Web-based Peer Review System for Enhancing Students’ Audience Awareness and Reflective Thoughts
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 2265–2270
The major purpose of this study is to introduce the design and development of an on-line peer review system, named happy writing on-line workshop, to enhance students’ audience awareness and reflective thoughts in writing courses. This on-line...
The Effects of students’ cognitive styles upon applying computer multimedia to change statistical misconceptions
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (Oct 15, 2007) pp. 6242–6245
The purpose of current study was to adopt an experiment to explore the relationship among students' cognitive styles, learning processes and learning performances under students learning with computer multimedia for eradicating statistical...
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, ...
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...