Search results for author:"Yu-Ling Huang"
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World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (Oct 26, 2009) pp. 2693–2697
This study intends to do an overview of the impact of information technology on language education. The review covers ten major journals in this field from 1999 to 2009, and selected books published in the past three years and reviewed in major...
International Journal of Game-Based Learning Vol. 7, No. 2 (April 2017) pp. 47–62
Training in critical thinking is essential for the professional development of journalism students. To achieve this goal, this study developed a gamified platform and a blended learning curriculum. During an 18-week experimental instruction period,...
Knowledge management in blended learning: Effects on professional development in creativity instruction
Computers & Education Vol. 56, No. 1 (January 2011) pp. 146–156
The purposes of this study were (1) to develop a teacher training program that integrates knowledge management (KM) and blended learning and examine its effects on pre-service teachers’ professional development in creativity instruction; and (2) to...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (Nov 17, 2008) pp. 2008–2011
The purpose of this study is to investigate the effects of using electronic books (e-books) on elementary students’ English vocabulary learning and their English learning attitude. Sixty-one third graders were divided into self-control (SC) group...
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 2019 (Jun 24, 2019) pp. 1173–1181
In the design consideration of MIT Scratch, Resnick proposed REMIX idea and mechanism for inspiring innovation and to improve learning performance of computer programming. At the same time, learning through script writing and drama performing has...
Journal of Educational Technology & Society Vol. 17, No. 4 pp. 289–301
This study investigated how the different discussion approaches in Facebook influenced students' scientific knowledge acquisition and the nature of science (NOS) views. Two eighth- and two ninth-grade classes in a Taiwanese junior high school...
A Comparative Study of the Relationship between Social Dimension of Web 2.0 Technologies and E-Learning: Students' View in Germany and Taiwan
International Conference on "Innovation and Entrepreneurship and its Implications in Engineering and Business Education" 2010 (November 2010)
The social dimension of Web 2.0 penetrates our society more thoroughly with the availability of broadband services. Aim of the following paper is to analyze the students' view on the relationship between social dimension of Web 2.0 technologies and...
Game-Based Auxiliary Training System for improving visual perceptual dysfunction in children with developmental disabilities: A proposed design and evaluation
Yee-Pay Wuang; Yu-Hsien Chiu; Yenming J. Chen; Chiu-Ping Chen; Chih-Chung Wang; Chien-Ling Huang; Tang-Meng Wu; Wen-Hsien Ho
Computers & Education Vol. 124, No. 1 (September 2018) pp. 27–36
The main purpose of this study was to develop and evaluate a Game-Based Auxiliary Training System (GBATS) in special education for improving visual perceptual dysfunction in children with developmental disabilities. The GBATS application program was ...