Search results for author:"Y.‐C. Lin"
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The study of learning performances of students in vocational colleges on computer programming by problem based cooperative learning of different heterogeneous grouping
Society for Information Technology & Teacher Education International Conference 2005 (2005) pp. 1045–1050
The purpose of this study was to investigate learning performances of students in vocational colleges on problem solving, logical thinking ability and programming language by problem based cooperative learning of different heterogeneous grouping. ...
Journal of Computer Assisted Learning Vol. 28, No. 2 (April 2012) pp. 99–113
This paper reports an investigation into the effects of collaborative concept mapping in a digital learning environment, in terms of students' overall learning gains, knowledge retention, quality of student artefacts (the collaboratively created...
Journal of Computer Assisted Learning Vol. 32, No. 6 (December 2016) pp. 647–662
This study aims at implementing a simple and effective remedial learning system. Based on fuzzy inference, a remedial learning material selection system is proposed for a digital logic course. Two learning concepts of the course have been used in...
The Application of Simulation-Assisted Learning Statistics (SALS) for Correcting Misconceptions and Improving Understanding of Correlation
Journal of Computer Assisted Learning Vol. 26, No. 2 (April 2010) pp. 143–158
Simulation-based computer assisted learning (CAL) is recommended to help students understand important statistical concepts, although the current systems are still far from ideal. Simulation-Assisted Learning Statistics (SALS) is a simulation-based...
Journal of Computer Assisted Learning Vol. 23, No. 6 (December 2007) pp. 466–476
A computer-assisted music-learning system (CAMLS) has been developed to help the hearing impaired practice playing a musical melody. The music-learning performance is evaluated to test the usability of the system. This system can be a computer...
Activity-Dependent Excitability Changes Suggest Na[superscript +]/K[superscript +] Pump Dysfunction in Diabetic Neuropathy
Brain Vol. 131, No. 5 (May 2008) pp. 1209–1216
The present study was undertaken to evaluate the role of Na[superscript +]/K[superscript +] pump dysfunction in the development of diabetic neuropathy (DN). Nerve excitability techniques, which provide information about membrane potential and axonal ...
IEEE Transactions on Education Vol. 53, No. 3 (August 2010) pp. 430–436
This paper documents several years of experimentation with a new approach to organizing and managing projects in a software engineering course. The initial failure and subsequent refinements that the new approach has been through since 2004 are...
Iterative Exploration, Design and Evaluation of Support for Query Reformulation in Interactive Information Retrieval
Information Processing & Management Vol. 37, No. 3 (2001) pp. 403–34
Reports on the progressive investigation of techniques for supporting interactive query reformulation in the TREC (Text Retrieval Conference) Interactive Track. Highlights include methods of term suggestion; interface design to support different...
Scaffolding wiki-supported collaborative learning for small-group projects and whole-class collaborative knowledge building
Journal of Computer Assisted Learning Vol. 32, No. 6 (December 2016) pp. 529–547
While educators value wikis' potential, wikis may fail to support collaborative constructive learning without careful scaffolding. This article proposes literature-based instructional methods, revised based on two expert instructors' input, presents ...
A Comparison of Lecture-Based and Challenge-Based Learning in a Workplace Setting: Course Designs, Patterns of Interactivity, and Learning Outcomes
Timothy K. O'Mahony; Nancy J. Vye; John D. Bransford; Elizabeth A. Sanders; Reed Stevens; Richard D. Stephens; Michael C. Richey; Kuen Y. Lin; Moe K. Soleiman
Journal of the Learning Sciences Vol. 21, No. 1 (2012) pp. 182–206
We describe findings from a research partnership involving a global airline manufacturing company (The Boeing Company), and learning scientists and aeronautical engineers from the University of Washington. Our starting point for the partnership...
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...
Fostering self-regulated learning in a blended environment using group awareness and peer assistance as external scaffolds
Journal of Computer Assisted Learning Vol. 32, No. 1 (February 2016) pp. 77–93
Most systems for training self-regulated learning (SRL) behaviour focus on the provision of a learner-centred environment. Such systems repeat the training process and place learners alone to experience that process iteratively. According to the...
Journal of Applied Research and Technology Vol. 11, No. 2 (April 2013) pp. 272–282
Combining Global Positioning System (GPS) and Short Message Service (SMS), this paper develops a realistic system, called Mobile Navigation and Tracking System (MNTS), to provide navigation and target tracking services. MNTS is an Android based...
Applying Learning Analytics for the Early Prediction of Students' Academic Performance in Blended Learning
Owen H. T. Lu; Anna Y. Q. Huang; Jeff C. H. Huang; Albert J. Q. Lin; Hiroaki Ogata; Stephen J. H. Yang
Journal of Educational Technology & Society Vol. 21, No. 2 (2018) pp. 220–232
Blended learning combines online digital resources with traditional classroom activities and enables students to attain higher learning performance through well-defined interactive strategies involving online and traditional learning activities....
Achievement goals influence mastery experience via two paths in digital creativity games among elementary school students
Journal of Computer Assisted Learning Vol. 34, No. 3 (June 2018) pp. 223–232
Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player-related factors might ...
Effects of anxiety levels on learning performance and gaming performance in digital game-based learning
Journal of Computer Assisted Learning Vol. 34, No. 3 (June 2018) pp. 324–334
Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study...
Journal of Computer Assisted Learning Vol. 30, No. 5 (October 2014) pp. 450–464
Previous studies have proposed that the grammars may serve as a rule-based scaffolding to facilitate story comprehension in storytelling activities. Such scaffoldings may inform students of crucial story elements and possible transitions among...
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...