Search results for author:"William Chang"
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Electronic Journal of e-Learning Vol. 13, No. 2 pp. 138–148
AR technology can be considered as mainly consisting of two aspects: identification of real-world object and display of computer-generated digital contents related the identified real-world object. The technical challenge of mobile AR is to identify ...
Modern Language Journal Vol. 75, No. 2 (1991) pp. 205–11
Reports the results of research conducted to evaluate the combined effect of cooperative learning and computer-assisted language learning/interactive videodisc (CALL/IVD) (i.e., individuals alone, monads, versus pairs of learners, dyads, studying at ...
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 ...
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...
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...
Quarterly Review of Distance Education Vol. 4, No. 3 (2003) pp. 289–302
This directed qualitative research project concentrated on an instructional designer's expert qualities and their interrelatedness to interpersonal dynamics with faculty in terms of the role the instructional designer plays. The designer's personal...
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...