Search results for author:"Youngkyun Baek"
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Computers & Education Vol. 57, No. 4 (December 2011) pp. 2382–2394
This study aims to find out factors of media characteristic which are considered to influence flow in learning through virtual worlds. One hundred ninety eight elementary students who are eleven to twelve years old participated in this study. After...
The effects of intrinsic motivation and flow in an educational game on student’s academic achievements
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1991–1997
This paper suppose a hypothesis that if which the learning objectives and contents are well integrated into the internal structure of the game and player feels be motivated and be immersed, then the goal of the game and the learning objectives will...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 1946–1952
This study aims at analyzing how the HUD affect on the of learning in Second Life. The results are as follows. It analyzes the effect of HUD on learning immersion in Second Life. The user-driven and usability of HUD affect on the learning immersion...
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1527–1533
Simulation games with various characteristics are of good learning environment, which learners exhibit higher-order thinking, creativity, self-directed learning, and other abilities related to learning. The main aim of this paper is to evaluate the...
In what way can technology enhance student learning? : A preliminary study of Technology Supported learning in Mathematics
Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 3–9
The purpose of this study was to come up with the instructional idea that can offers learners not only contents knowledge but also the essential skills for success in 21st century, as well as to develop an instructional intervention on mathematics...
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 2142–2146
learning outcomes are partly discussed as academic achievements in pervious researches while ignored the gaming achievement as an important kinds of outcomes coming out from gaming, which influence the students directly and immediately. Sincere...
World Conference on Educational Media and Technology 2012 (Jun 26, 2012) pp. 545–554
Games have recently been considered as learning environments. However educational games have not been as successful as its promise. With respect to such conundrum, many researchers consent to the fact that game activity seems to be apart from...
Exploring the Difference between Game-Based Learning Instructional Design and Traditional Instructional Design from Teachers’ Perspective
World Conference on Educational Media and Technology 2012 (Jun 26, 2012) pp. 2717–2728
Abstract: The research focus on instructional design of using digital games and game characteristics in classroom by investigating how Game-Based Learning instructional design (GBLID) might differ from traditional instructional design (TID) based on ...
What makes teachers use technology in the classroom? Exploring the factors affecting facilitation of technology with a Korean sample
Computers & Education Vol. 50, No. 1 (January 2008) pp. 224–234
The purpose of this study was to identify factors influencing teachers’ decisions about using technology in the classroom setting and examine the degree to which teaching experience affects these decisions. Specifically, the items employed in this...
A New Approach toward Digital Storytelling: An Activity Focused on Writing Self-Efficacy in a Virtual Learning Environment
Educational Technology & Society Vol. 14, No. 4 (2011) pp. 181–191
Recently, computer technology and multimedia elements have been developed and integrated into teaching and learning. Entertainment-based learning environments can make learning contents more attractive, and thus can lead to learners' active...
Computers & Education Vol. 52, No. 4 (May 2009) pp. 800–810
The purpose of this study is to explore the effects of the meta-cognitive strategies on the academic and gaming achievements. Exploring the effects of those achievements on the social problem solving of students is also of interest. For this purpose,...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 2488–2494
This study is focusing on designing a social network game as a learning environment. We, in particular, try to design and develop this learning environment as being able to promote intrinsic motivation as well as 21st century skills such as critical ...
Australasian Journal of Educational Technology Vol. 32, No. 5 (Dec 01, 2016)
When electronic portfolios (e-portfolios) are employed as summative assessments for degree granting programs, it is imperative that students demonstrate their knowledge in the field to showcase learning growth and achievement of the program learning ...
Improving Recall and Transfer Skills through Vocabulary Building in Web-Based Second Language Learning: An Examination by Item and Feedback Type
Educational Technology & Society Vol. 11, No. 4 (2008) pp. 158–172
The purpose of this study is to investigate the effectiveness of response modes by item and feedback type in a web-based language learning program. The subjects of this study, 122 Korean tenth graders learning English as a foreign language, were...