Search results for author:"Yu-Ren Lin"
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The influences of contextualized media on students' science attitudes, knowledge, and argumentation learning through online game-based activities
Journal of Computer Assisted Learning Vol. 34, No. 6 (December 2018) pp. 884–898
The present study defined three levels of contextualized media and investigated their influences on students' science attitudes, comprehension, and argumentation. To achieve the purpose, an online game-based science argumentation (OGSA) program was...
Computers & Education Vol. 139, No. 1 (October 2019) pp. 191–206
The present study defined four types of stances/positions in students' argumentation regarding socio-scientific issues (SSIs): affirmative (A), oppositional (O), multiple (M), and non-committal (N) positions. The central goal of this study was to...
Utilizing Simulation-Based Training of Video Clip Instruction for the Store Service Operations Practice Course
International Journal of Distance Education Technologies Vol. 13, No. 4 (2015) pp. 98–107
The aim of this study was to develop a store service operations practice course based on simulation-based training of video clip instruction. The action research of problem-solving strategies employed for teaching are by simulated store operations....
Building a construction procurement negotiation training game model: Learning experiences and outcomes
British Journal of Educational Technology Vol. 45, No. 6 (Nov 16, 2014) pp. 1115–1135
Game-based education is a promising method for encouraging student learning. Although learning construction procurement and negotiation require hands-on practice, in most construction management courses at the college level, this subject is taught...
Collaborative Game-Based Learning with Motion-Sensing Technology: Analyzing Students' Motivation, Attention, and Relaxation Levels
International Journal of Online Pedagogy and Course Design Vol. 7, No. 4 (October 2017) pp. 53–64
The purpose of this study was to compare the influence of a single-player game with that of a collaborative game on students' motivation, attention levels, and relaxation levels in a motion-sensing learning environment. Participants were 20 college...
Educational Technology Research and Development Vol. 66, No. 5 (2018) pp. 1231–1254
This study explores the effects of immersive VR on an individual's creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in ...
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...
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 1255–1260
As China plays a more influential role in the global politics and economy, Chinese is likely to become an international lingua franca in the near future. Although the importance of learning Chinese seems to be well aware of, learning it is...
The Effects of Prior-Knowledge and Online Learning Approaches on Students' Inquiry and Argumentation Abilities
International Journal of Science Education Vol. 37, No. 10 (2015) pp. 1564–1589
This study investigated the effects of students' prior science knowledge and online learning approaches (social and individual) on their learning with regard to three topics: science concepts, inquiry, and argumentation. Two science teachers and 118 ...