Search results for author:"Shih"
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A study of Web-based higher education courses: An intellectual@autobiography (2002) pp. 1–277
Distance education has made anytime/anywhere learning experiences possible. Students, including those in Taiwan, are seeking opportunities to extend their linguistic, cultural, and intellectual understanding to other parts around the globe. The...
The influence of collaboration styles to children’s cognitive performance in digital problem-solving game “William Adventure”: A comparative case study
Computers & Education Vol. 55, No. 3 (November 2010) pp. 982–993
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games...
Journal of Educational Technology & Society Vol. 19, No. 4 (2016) pp. 178–189
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative...
Evaluations to the gamification effectiveness of digital game-based adventure education course -- GILT
Journal of e-Learning and Knowledge Society Vol. 11, No. 3 (Sep 30, 2015)
This study aimed to design a digital game-based adventure education (GILT) course for team-building purposes. The six traditional activities chose from adventure education were developed into six digital games and were integrated as a coherent face...
Applying Augmented Reality to a Mobile-Assisted Learning System for Martial Arts using Kinect Motion Capture
International Journal of Distance Education Technologies Vol. 14, No. 3 (July 2016) pp. 91–106
In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was...
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 51–63
This study reported the group development training results using a digital game-based adventure education course. In the research, six traditional adventure education activities were developed into six digital games that are assembled and practiced...
Interactive Learning Environments Vol. 23, No. 2 (2015) pp. 191–211
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war...
Educational Technology & Society Vol. 13, No. 4 (2010) pp. 50–62
This study presents a mobile exploration activity that guides elementary students to learn during a social science activity with digital support from mobile devices and wireless communications. The students are situated in both the real world and...
Journal of Educational Technology & Society Vol. 17, No. 2 pp. 169–182
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This ...
Computers & Education Vol. 56, No. 3 (April 2011) pp. 873–884
Storytelling is an imperative and innovative pathway to enhance learning due to the fact that such activity prompts learners to reflect to construct meaning based on their observations and knowledge. Therefore, to develop and enhance students’...
A Decision-Tree-Oriented Guidance Mechanism for Conducting Nature Science Observation Activities in a Context-Aware Ubiquitous Learning
Educational Technology & Society Vol. 13, No. 2 (2010) pp. 53–64
A context-aware ubiquitous learning environment is an authentic learning environment with personalized digital supports. While showing the potential of applying such a learning environment, researchers have also indicated the challenges of providing ...