Search results for author:"Yu-Wei Lin"
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Free/libre open source software implementation in schools: Evidence from the field and implications for the future
Computers & Education Vol. 50, No. 3 (April 2008) pp. 1092–1102
This empirical paper shows how free/libre open source software (FLOSS) contributes to mutual and collaborative learning in an educational environment. Unlike proprietary software, FLOSS allows extensive customisation of software to support the needs ...
The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning
International Journal of Distance Education Technologies Vol. 10, No. 4 (2012) pp. 96–105
Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the...
The International Review of Research in Open and Distributed Learning Vol. 17, No. 4 (Jul 08, 2016)
Group awareness can affect student online learning while self-regulation also can substantially influence student online learning. Although some studies identify that these two variables may partially determine learning behavior, few empirical...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2017 (Oct 17, 2017) pp. 191–195
Given the nature of social media connecting individuals to exchange idea for the specific interest, this study aims to investigate how high school students utilize the online information and construct their knowledge to achieve greater extent of...
World Journal of Education Vol. 4, No. 6 (2014) pp. 9–15
Cloud computing technologies, such as Google Docs, Adobe Creative Cloud, Dropbox, and Microsoft Windows Live, have become increasingly appreciated to the next generation digital learning tools. Cloud computing technologies encourage students' active ...
How stress influences creativity in game-based situations: Analysis of stress hormones, negative emotions, and working memory
Computers & Education Vol. 81, No. 1 (February 2015) pp. 143–153
This study aims to integrate neuroscientific techniques into a behavioral experimental design to investigate how stress stimuli may influence stress hormones and negative emotions, subsequently affecting working memory (WM) and creativity in game...
Society for Information Technology & Teacher Education International Conference 2017 (Mar 05, 2017) pp. 822–826
This poster presents a networked platform for supporting digital curation activity, as part of the three-year long research project ?Incorporating digital curation and gender preferences to improve the digital fluency of elementary students.?...
Technology Facilitated PBL Pedagogy and Its Impact on Nursing Students' Academic Achievement and Critical Thinking Dispositions
Turkish Online Journal of Educational Technology Vol. 14, No. 1 (January 2015) pp. 97–107
The impact of particular learning environments and self-regulation could be a beneficial area for research focus. More specifically, there has not been sufficient attention given to the role played by disposition or "will" in facilitating...
Experiencing the Analects of Confucius: An experiential game-based learning approach to promoting students' motivation and conception of learning
Computers & Education Vol. 110, No. 1 (July 2017) pp. 143–153
The Analects of Confucius is an important course in the curriculum of Asian Studies in the Chinese community and around the world. Students have to learn a collection of the thoughts of Confucius which have shaped world history and the soul of China....
A Model to Evaluate the Effectiveness of Collaborative Online Learning Teams – Self-Disclosure and Social Exchange Theory Perspective
International Journal of Cyber Society and Education Vol. 3, No. 2 (Dec 30, 2010) pp. 117–132
Collaborative online learning teams (COLTs) are teams that are comprised of groups of online students. Accompanying the popularity of online learning, both on campuses and as professional development within many industries, learning in groups has...
Journal of Educational Technology & Society Vol. 17, No. 3 pp. 138–153
Solving well-structured problems often requires using considerable related concepts which are usually scattered and introduced throughout different learning units of a subject. In addition, poor learning of related concepts of preceding units may...
Interactive Learning Environments Vol. 26, No. 8 (2018) pp. 1074–1089
The purpose of this study is to explore the validity of the assessment tool. The purposive sampling method is applied in this research on a total of 551 preschool children between 4 and 6 years old. Their ages range from 46 to 81 months, with an...
The Effectiveness of a Facebook-Assisted Teaching Method on Knowledge and Attitudes about Cervical Cancer Prevention and HPV Vaccination Intention among Female Adolescent Students in Taiwan
Health Education & Behavior Vol. 42, No. 3 (June 2015) pp. 352–360
Background: Lack of education is a known barrier to vaccination, but data on the design and effectiveness of interventions remain limited. Objective: This study aims to identify the effectiveness of a Facebook-assisted teaching method on female...
A Novel Analog Integrated Circuit Design Course Covering Design, Layout, and Resulting Chip Measurement
Wei-Liang Lin; Wang-Chuan Cheng; Chen-Hao Wu; Hai-Ming Wu; Chang-Yu Wu; Kuan-Hsuan Ho; Chueh-An Chan
IEEE Transactions on Education Vol. 53, No. 2 (May 2010) pp. 282–287
This work describes a novel, first-year graduate-level analog integrated circuit (IC) design course. The course teaches students analog circuit design; an external manufacturer then produces their designs in three different silicon chips. The...