Search results for author:"Po-Han Wu"
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Facilitating Deep-Strategy Behaviors and Positive Learning Performances in Science Inquiry Activities with a 3D Experiential Gaming Approach
Interactive Learning Environments Vol. 26, No. 8 (2018) pp. 1053–1073
Facilitating students' deep-strategy behaviors and positive learning performances of science inquiry is an important and challenging educational issue. In this study, a contextual science inquiry approach is proposed for developing a 3D experiential ...
Impacts of Integrating the Repertory Grid into an Augmented Reality-Based Learning Design on Students' Learning Achievements, Cognitive Load and Degree of Satisfaction
Interactive Learning Environments Vol. 26, No. 2 (2018) pp. 221–234
Augmented reality (AR) offers potential advantages for intensifying environmental context awareness and augmenting students' experiences in real-world environments by dynamically overlapping digital materials with a real-world environment. However,...
Effects of an Augmented Reality-Based Educational Game on Students' Learning Achievements and Attitudes in Real-World Observations
Interactive Learning Environments Vol. 24, No. 8 (2016) pp. 1895–1906
Augmented reality (AR) has been recognized as a potential technology to help students link what they are observing in the real world to their prior knowledge. One of the most challenging issues of AR-based learning is the provision of effective...
An Expert System-based Context-Aware Ubiquitous Learning Approach for Conducting Science Learning Activities
Educational Technology & Society Vol. 16, No. 4 (2013) pp. 217–230
Context-aware ubiquitous learning has been recognized as being a promising approach that enables students to interact with real-world learning targets with supports from the digital world. Several researchers have indicated the importance of...
An online game approach for improving students’ learning performance in web-based problem-solving activities
Computers & Education Vol. 59, No. 4 (December 2012) pp. 1246–1256
In this paper, an online game was developed in the form of a competitive board game for conducting web-based problem-solving activities. The participants of the game determined their move by throwing a dice. Each location of the game board...
A Context-Aware Mobile Learning System for Supporting Cognitive Apprenticeships in Nursing Skills Training
Educational Technology & Society Vol. 15, No. 1 (2012) pp. 223–236
The aim of nursing education is to foster in students the competence of applying integrated knowledge with clinical skills to the application domains. In the traditional approach, in-class knowledge learning and clinical skills training are usually...
An interactive concept map approach to supporting mobile learning activities for natural science courses
Computers & Education Vol. 57, No. 4 (December 2011) pp. 2272–2280
Mobile and wireless communication technologies not only enable anytime and anywhere learning, but also provide the opportunity to develop learning environments that combine real-world and digital-world resources. Nevertheless, researchers have...