Search results for author:"M Chang"
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International Journal of Mathematical Education in Science and Technology Vol. 42, No. 2 (March 2011) pp. 245–259
Linear algebra has become one of the most useful fields of mathematics since last decade, yet students still have trouble seeing the connection between some of the abstract concepts and real-world applications. In this article, we propose the use of ...
Multicultural Lessons Learned from a Chinese Bilingual After-School Program: Using Technology to Support Ethnolinguistic Children's Cultural Production
Multicultural Education Vol. 25, No. 2 (2018) pp. 36–41
In multicultural classroom practices, technology is a power-amplifier tool that teachers can use to "provide multiple approaches to learning for each student" to increase the power of digital artifacts in the learning of science and...
Exploring the Relationship between Virtual Learning Environment Preference, Use, and Learning Outcomes in 10th Grade Earth Science Students
Learning, Media and Technology Vol. 36, No. 4 (2011) pp. 399–417
This study investigated the relationship between the use of a three-dimensional Virtual Reality Learning Environment for Field Trip (3DVLE[subscript (ft)]) system and the achievement levels of senior high school earth science students. The 3DVLE...
Determining Virtual Environment "Fit": The Relationship between Navigation Style in a Virtual Field Trip, Student Self-Reported Desire to Visit the Field Trip Site in the Real World, and the Purposes of Science Education
Journal of Science Education and Technology Vol. 22, No. 3 (June 2013) pp. 351–361
In this study, a follow-up analysis of the data reported in Lin et al. ("Learn Media Technol." doi: 10.1080/17439884.2011.629660 , 2011), we investigated the relationship between student use of a virtual field trip (VFT) system and the probability...
Teachers' Perceptions of the Dimensions and Implementation of Technology Leadership of Principals in Taiwanese Elementary Schools
Educational Technology & Society Vol. 11, No. 4 (2008) pp. 229–245
Principals' technology leadership is strongly correlated with teachers' integration of educational technology, and technology leadership is necessary for effective utilization of technology in schooling. The article describes a study that...
Language Learning & Technology Vol. 7, No. 3 (2003) pp. 119–40
Analyzed the patterns and types of collaborative interactions taking place in three online teacher education classes and used the findings as a guide in the design of instructional interventions. (Author/VWL)
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...
Computers & Education Vol. 57, No. 1 (August 2011) pp. 1425–1433
The power of a web-based forensic science game to teach content and motivate STEM careers was tested among secondary students. More than 700 secondary school students were exposed to one of the three web-based forensic cases for approximately 60 min....
Topics: Post Secondary Education
A Simulation-Based LED Design Project in Photonics Instruction Based on Industry-University Collaboration
IEEE Transactions on Education Vol. 54, No. 4 (November 2011) pp. 582–589
In response to the growing industrial demand for light-emitting diode (LED) design professionals, based on industry-university collaboration in Taiwan, this paper develops a novel instructional approach: a simulation-based learning course with peer...
Development of children's creativity and manual skills within digital game-based learning environment
Journal of Computer Assisted Learning Vol. 30, No. 4 (Aug 23, 2014) pp. 377–395
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students’ creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to...
Computer Assisted Language Learning Vol. 28, No. 1 (2015) pp. 22–40
Paraphrasing, or restating information using different words, is critical to successful writing. However, EFL learners have difficulty in making paraphrases to meet their writing demands, and there has been little research on developing automatic...
A simplified approach to the multi-item economic production quantity model with scrap, rework, and multi-delivery
Journal of Applied Research and Technology Vol. 13, No. 4 (August 2015) pp. 472–476
In a recent paper, Chiu et al. (2014) utilized mathematical modeling and differential calculus to determine the common production cycle time that minimizes total production, inventory, and delivery costs for a multi-item economic production quantity ...
Educational Technology & Society Vol. 12, No. 1 (2009) pp. 271–284
The purpose of this study was to examine whether matching navigation mode of a learning environment with learners' preferred navigation mode would facilitate their learning in a web environment. Sixty-eight undergraduate students were randomly...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2012 (Oct 09, 2012) pp. 1428–1436
With the development of the online learning resources, there has been a dramatic increase in applied Learning Management System (LMS) in higher education. A growing number of institutions are comparing and considering how learning management systems ...
Development of Children's Creativity and Manual Skills within Digital Game-Based Learning Environment
Journal of Computer Assisted Learning Vol. 30, No. 4 (August 2014) pp. 377–395
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to...
Anderson Norton; Jesse L. M. Wilkins; Michael A. Evans; Kirby Deater-Deckard; Osman Balci; Mido Chang
Mathematics Teaching in the Middle School Vol. 19, No. 6 (February 2014) pp. 352–358
The authors introduce an educational video game (application, or "app"), "CandyFactory Educational Game," designed to promote students' development of partitive understanding of fractions while demonstrating the critical...
International Journal of Distance Education Technologies Vol. 12, No. 2 (2014) pp. 26–50
Researches into E-Learning pay emphasis on how the technology is applied for comprehensive learning support in various perspectives. Lots of advantages are involved while performing the E-Learning. For example, timely contents are applicable to be...
Exploring Newtonian mechanics in a conceptually-integrated digital game: Comparison of learning and affective outcomes for students in Taiwan and the United States
Douglas B. Clark; Brian C. Nelson; Hsin-Yi Chang; Mario Martinez-Garza; Kent Slack; Cynthia M. D’Angelo
Computers & Education Vol. 57, No. 3 (November 2011) pp. 2178–2195
This study investigates the potential of a digital game that overlays popular game-play mechanics with formal physics representations and terminology to support explicit learning and exploration of Newtonian mechanics. The analysis compares test...
Internet cognitive failure and fatigue relevant to learners' self-regulation and learning progress in English vocabulary with a calibration scheme
Journal of Computer Assisted Learning Vol. 31, No. 5 (Oct 01, 2015) pp. 450–461
To determine the factors of learning effectiveness in English vocabulary learning when using a calibration scheme, this study developed a freshman English mobile device application (for iPhone 4) for students with low levels of English proficiency...
Guidance on Providing Open and Distance Learning for Students with Disabilities during School Closures: Enhancing Inclusive Learning under COVID-19
R. Huang; D. Liu; A. Tlili; M. Lazor; N. Amelina; Z. Varoglu; T.W. Chang; X. Zhang; M. Jemni; D. Burgos; A. Othman; F. Altinay
(2020) pp. 1–74
According to the World Report on Disability, published by the World Health Organization (WHO) and the World Bank, there are almost 2 billion people with disabilities over the globe, accounting for 37.5% of the world’s population (Inclusive City...
An analysis of collaborative problem-solving activities mediated by individual-based and collaborative computer simulations
C.‐J. Chang; M.‐H. Chang; C.‐C. Liu; B.‐C. Chiu; S.‐H. Fan Chiang; C.‐T. Wen; F.‐K. Hwang; P.‐Y. Chao; Y.‐L. Chen; C.‐S. Chai
Journal of Computer Assisted Learning Vol. 33, No. 6 (December 2017) pp. 649–662
Researchers have indicated that the collaborative problem-solving space afforded by the collaborative systems significantly impact the problem-solving process. However, recent investigations into collaborative simulations, which allow a group of...
Vangie A. Foshee; Thad S. Benefield; Heath Luz McNaughton Reyes; Susan T. Ennett; Robert Faris; Ling-Yin Chang; Andrea Hussong; Chirayath M. Suchindran
Journal of Youth and Adolescence Vol. 42, No. 4 (April 2013) pp. 471–486
The peer context is a central focus in research on adolescent risk behaviors but few studies have investigated the role of the peer context in the perpetration of adolescent dating violence. This longitudinal study examined between-subjects and...
Development of a Scoring Algorithm To Replace Expert Rating for Scoring a Complex Performance-Based Assessment
Brian E. Clauser; Linette P. Ross; Stephen G. Clyman; Kathie M. Rose; Melissa J. Margolis; Ronald J. Nungester; Thomas E. Piemme; Lucy Chang; Gigi El-Bayoumi; Gary L. Malakoff; Pierre S. Pincetl
Applied Measurement in Education Vol. 10, No. 4 (1997) pp. 345–58
Describes an automated scoring algorithm for a computer-based simulation examination of physicians' patient-management skills. Results with 280 medical students show that scores produced using this algorithm are highly correlated to actual clinician ...