Search results for author:"Yu-Chen Lee"
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World Conference on Educational Media and Technology 2004 (2004) pp. 4478–4481
Individual characteristics in virtual environments have stimulated considerable interests. An understanding of various cognitive style learners as they respond to different information representation approaches may provide practical information for...
World Conference on Educational Media and Technology 2004 (2004) pp. 4459–4463
Metaphors are used enormously in designing websites to facilitate multiple user tasks for years. Nevertheless, there is limited research examining metaphor's effects in facilitating user tasks. There is disagreement regarding using single or...
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 993–997
In spite of phenomenal growth of online activities, consumers still reluctance to engage in spontaneous financial transactions for online marketplaces. Consumers may not trust online vendors due to business-to-consumer process often happen between...
Topics: Developmental Stages
World Conference on Educational Media and Technology 2002 (2002) pp. 1100–1101
The flexible nature of hypermedia allows it to be tailored to an individual's needs. Despite the many degrees of navigational freedom, however, users of hypermedia often find difficulty locating information, feel disoriented, or even become "lost in ...
World Conference on Educational Media and Technology 2002 (2002) pp. 821–822
The purpose of this study is to compare the effects of single versus multiple metaphors in computer expert and novice users' change of mental models as well as information search performance. Related issues, such as mental models, differences...
Journal of Educational Technology & Society Vol. 21, No. 1 (2018) pp. 70–81
This paper describes the development of an educational game, named My-Pet-Shop, to enhance young children's learning of English vocabulary. The educational game is underpinned by an application-driven model, which consists of three components:...
World Conference on Educational Media and Technology 2007 (Jun 25, 2007) pp. 4201–4207
This study aimed to develop an animal behavior testing environment with immersive virtual reality (VR). We integrated the back-projected dome screen for displaying visual stimuli in a self-design animal cage from which the adjustable front...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2015 (Oct 19, 2015) pp. 823–830
The open questions about article's summarization can evaluate whether students understand the content of an article. However, it is a time-consuming task for teachers to give feedback and score. For solving this problem, we design a system to...
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1269–1274
In situational learning, students use a situation as a clue for their thinking; thus, they can experience and learn knowledge in the situation. However, it is very difficult to establish diverse situations for students to experience in a common...
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 1461–1470
The drama based learning in the classroom is that the teacher or students perform knowledge-related events in which actors live and perform in the scenario to the audience who are their classmates. They may perform in groups with different scripts....
Reducing Novice Programmers’ Cognitive Load and Improving Learning Efficiency by Using Gap-Filled Programming Practice System
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 2221–2226
One of the main challenges for novice programmers is to learn the statement, syntax, logical thinking and program design in a short time. Students usually experience a heavy cognitive load when learning to program. The limitation of teaching hours...
Canadian Journal of Educational Communication Vol. 25, No. 2 (1996) pp. 161–76
Discusses navigation in instructional hypertext programs and describes two preliminary studies that investigated concrete versus abstract representations for backward navigation. Topics include representation and hypermedia sign systems; and...
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 294–301
By using online discussion platform, people can share and learn from each other, but it may have network bullying and low participation. To achieve benefit of using network discussion, the platform must become altruistic, that is, high participation,...
Robust Exponential Stability for Uncertain Discrete-Time Switched Systems with Interval Time-Varying Delay through a Switching Signal
Journal of Applied Research and Technology Vol. 12, No. 6 (December 2014) pp. 1187–1197
This paper deals with the switching signal design to robust exponential stability for uncertain discrete-time switched systems with interval time-varying delay. The lower and upper bounds of the time-varying delay are assumed to be known. By...
Journal of Computer Assisted Learning Vol. 34, No. 4 (August 2018) pp. 358–365
This study presents a model for the early identification of students who are likely to fail in an academic course. To enhance predictive accuracy, sentiment analysis is used to identify affective information from text-based self-evaluated comments...
Interactive Learning Environments Vol. 17, No. 1 (March 2009) pp. 15–35
Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetical computation, game strategy, and teamwork into one game allows players to interactively "steer" the playfulness and enhance learning. In ...
Instructional Suggestions Supporting Science Learning in Digital Environments Based on a Review of Eye-Tracking Studies
Journal of Educational Technology & Society Vol. 21, No. 2 (2018) pp. 28–45
The main purpose of this study was to provide instructional suggestions for supporting science learning in digital environments based on a review of eye tracking studies in e-learning related areas. Thirty-three eye-tracking studies from 2005 to...
Using the saliency-based model to design a digital archaeological game to motivate players' intention to visit the digital archives of Taiwan's natural science museum
Jon-Chao Hong; Ming-Yueh Hwang; Yu-Ju Chen; Pei-Hsin Lin; Yao-Tien Huang; Hao-Yueh Cheng; Chih-Chin Lee
Computers & Education Vol. 66, No. 1 (August 2013) pp. 74–82
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of “learning for playing” ...
Sufen Chen; Hao-Chang Lo; Jing-Wen Lin; Jyh-Chong Liang; Hsin-Yi Chang; Fu-Kwun Hwang; Guo-Li Chiou; Ying-Tien Wu; Silvia Wen-Yu Lee; Hsin-Kai Wu; Chia-Yu Wang; Chin-Chung Tsai
Physical Review Special Topics - Physics Education Research Vol. 8, No. 2 (2012) pp. 20113–1
Technology has been widely involved in science research. Researchers are now applying it to science education in an attempt to bring students' science activities closer to authentic science activities. The present study synthesizes the research to...
Chia-Yu Wang; Hsin-Ka Wu; Silvia Wen-Yu Lee; Fu-Kwun Hwang; Hsin-Yi Chang; Ying-Tien Wu; Guo-Li Chiou; Sufen Chen; Jyh-Chong Liang; Jing-Wen Lin; Hao-Chang Lo; Chin-Chung Tsai
Journal of Educational Technology & Society Vol. 17, No. 2 pp. 307–320
Studies that incorporate technologies into school science laboratories have proliferated in the recent two decades. A total of 42 studies published from 1990 to 2011 that incorporated technologies to support school science laboratories are reviewed...