Search results for author:"Meng-Tzu Cheng"
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Middle school students' learning of the impact of methamphetamine abuse on the brain through serious game play
(2009) pp. 1–160
In response to the solicitation of the National Institute on Drug Use (NIDA) (NIDA, 2006) for the Development of a Virtual Reality Environment for Teaching about the Impact of Drug Abuse on the Brain , a virtual brain exhibit was...
Interactive Projector as an Interactive Teaching Tool in the Classroom: Evaluating Teaching Efficiency and Interactivity
Turkish Online Journal of Educational Technology Vol. 14, No. 2 (April 2015) pp. 110–115
This study reports on a measurement that is used to investigate interactivity in the classrooms and examines the impact of integrating the interactive projector into middle school science classes on classroom interactivity and students' biology...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 3674–3681
Since 2000, SITE has been collaborating with a number of teacher education associations through the National Technology Leadership Initiative (NTLI). The NTLI Fellowships were established to recognize an exemplary presentation on technology at the...
Construction of a Simulation from a Video Case: An Ethical Sensitivity Assessment and its Impact on Science Educators
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 3765–3772
A simulation was created to emulate two Racial Ethical Sensitivity Test (REST) videos. This mixed-methods study aimed to affect ethical sensitivity of preservice and inservice science teachers to racial and gender intolerant behavior in school...
Drugs and the Brain: Learning the Impact of Methamphetamine Abuse on the Brain through a Virtual Brain Exhibit in the Museum
International Journal of Science Education Vol. 33, No. 2 (January 2011) pp. 299–319
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1114–1121
Hazelton High at REST, a simulation containing two digitized scenarios from the Racial Ethical Sensitivity Test (REST). The REST, a video assessment, is a valid measure of an educator’s ethical sensitivity for racial and gender intolerant behaviors...
Assessing Twenty-First Century Skills through a Teacher Created Video Game for High School Biology Students
Research in Science & Technological Education Vol. 28, No. 2 (July 2010) pp. 101–114
As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application ...
British Journal of Educational Technology Vol. 45, No. 5 (Sep 16, 2014) pp. 820–833
The scientific concepts of human immunology are inherently complicated and extremely difficult to understand. Hence, this study reports on the development of an educational game entitled and examines the impact of using for learning how the body's...
Bridging Realty to Virtual Reality: Investigating Gender Effect and Student Engagement on Learning through Video Game Play in an Elementary School Classroom
International Journal of Science Education Vol. 31, No. 8 (May 2009) pp. 1091–1113
The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study...
Investigating the impact of video games on high school students’ engagement and learning about genetics
Computers & Education Vol. 53, No. 1 (August 2009) pp. 74–85
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology’s efficacy. This...
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) pp. 1882–1888
This study reports on the development of a serious educational game (SEG) entitled HUMUNOLOGY and empirically and preliminarily examines student perceptions toward the use of HUMUNOLOGY and learning outcomes. A total of 65 Taiwanese middle school...
Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning
British Journal of Educational Technology Vol. 48, No. 2 (March 2017) pp. 246–263
Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of...
Leonard Annetta; David Vallett; Bonnie Fusarelli; Richard Lamb; Meng-Tzu Cheng; Shawn Holmes; Elizabeth Folta; Brandi Thurmond
Journal of Computers in Mathematics and Science Teaching Vol. 33, No. 4 (October 2014) pp. 381–407
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today’s students are more likely to engage in video...
Web-based undergraduate chemistry problem-solving: The interplay of task performance, domain knowledge and web-searching strategies
Hsiao-Ching She; Meng-Tzu Cheng; Ta-Wei Li; Chia-Yu Wang; Hsin-Tien Chiu; Pei-Zon Lee; Wen-Chi Chou; Ming-Hua Chuang
Computers & Education Vol. 59, No. 2 (September 2012) pp. 750–761
This study investigates the effect of Web-based Chemistry Problem-Solving, with the attributes of Web-searching and problem-solving scaffolds, on undergraduate students' problem-solving task performance. In addition, the nature and extent of Web...