Search results for author:"Chao-Ming Lin"
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World Conference on Educational Media and Technology 2006 (June 2006) pp. 2779–2783
The purpose of this paper is to develop a 3D virtual cooperative field trips instruction system and to realize the effects of cooperative learning in virtual instruction environment. Although a large number of studies have been made on the effects...
Topics: Virtual Environments
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 3698–3703
In this article delineates several type of assessment tools based on the auto-grading and feedback system in the online 3D Compound Virtual Field Trip (3D-CVFT) system developed by us and descript how the assessment proceeding. The short answer...
The Pilot Study on the Impacts of 3D Compound Virtual Reality Field Trip toward Students’ Academic Achievements
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2007 (Oct 15, 2007) pp. 7225–7233
In this Pilot Study, we build the 3D Compound Virtual Field Trip (3D-CVFT) system by combining the Graphic-based VR and the Image-based VR. In the group discussion by instant message, the more active discussion performance, the lower score in 3D...
World Conference on Educational Media and Technology 2004 (2004) pp. 5318–5321
As different societies have different economics, technologies, politics, culture and educational policies, there are number of challenges to global distance educational development. This paper focuses on differences between the East and West...
EdMedia: World Conference on Educational Media and Technology 2003 (2003) p. 2282
Empowering others through relationships and knowledge exchanged online and live is an educational dream. Yet, constraints of time, technologies, and mores that separate the roles of teachers and students can "murder?relationships. Technologies can...
Topics: Educational Technology
Exploring the Relationship between Virtual Learning Environment Preference, Use, and Learning Outcomes in 10th Grade Earth Science Students
Learning, Media and Technology Vol. 36, No. 4 (2011) pp. 399–417
This study investigated the relationship between the use of a three-dimensional Virtual Reality Learning Environment for Field Trip (3DVLE[subscript (ft)]) system and the achievement levels of senior high school earth science students. The 3DVLE...
Determining Virtual Environment "Fit": The Relationship between Navigation Style in a Virtual Field Trip, Student Self-Reported Desire to Visit the Field Trip Site in the Real World, and the Purposes of Science Education
Journal of Science Education and Technology Vol. 22, No. 3 (June 2013) pp. 351–361
In this study, a follow-up analysis of the data reported in Lin et al. ("Learn Media Technol." doi: 10.1080/17439884.2011.629660 , 2011), we investigated the relationship between student use of a virtual field trip (VFT) system and the probability...
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 2333–2338
Traditionally, instructor followed specific instructional materials and credit hours to teach course content, it is difficult to have a good quality of interaction and learning support within limit time and inactive learning environment. In this...
International Journal of Technology and Design Education Vol. 22, No. 4 (November 2012) pp. 451–472
This study aims to investigate the differences between male and female students in technology project design. The major gender differences discussed in this study include the problem discovering and solving abilities, maneuverability, and inquiry...
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 4876–4880
There is an important need in providing media comparison research in order to adopt the most appropriate media for distance learning, however, beyond the media comparison studies?future researchers should avoid focusing only on a media comparison...
Self-Efficacy Relevant to Competitive Anxiety and Gameplay Interest in the One-on-One Competition Setting
Educational Technology Research and Development Vol. 63, No. 5 (2015) pp. 791–807
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this...
The Role of Pre-Game Learning Attitude in the Prediction to Competitive Anxiety, Perceived Utility of Pre-Game Learning of Game, and Gameplay Interest
Interactive Learning Environments Vol. 24, No. 1 (2016) pp. 239–251
Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of...
Strengthening Social Networks in Online Discussion Forums to Facilitate Help Seeking for Solving Problems
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 39–50
Help seeking is regarded as an important learning strategy that reflects students' metacognitive and domainspecific skills and knowledge. This study developed a proactive online discussion forum that strengthens social networks in an online...
Turkish Online Journal of Educational Technology - TOJET Vol. 11, No. 4 (October 2012) pp. 418–426
Emotional expression in Artificial Intelligence has gained lots of attention in recent years, people applied its affective computing not only in enhancing and realizing the interaction between computers and human, it also makes computer more humane. ...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 1923–1928
In order to compare a static agent to an animated agent, this study designed two types of Chinese idiom games called String-Up for the static agent and Fishing for the animated agent. All participants in this study were 5th and 6th grade elementary...
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 3662–3665
This study examined tenth-grade students' (n = 263) problem solving ability (PSA) online by tapping students' domain-specific knowledge (DSK), reasoning skills (RS), and attitudes toward (AT) the subject with respect to debris-flow-hazard related...
Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety
Computers & Education Vol. 88, No. 1 (October 2015) pp. 109–118
To compare the perception of animated to static mode of gameplay and how it affects the emotional state and performance of playing, this study designed two games, Chinese idiom string up game (CISUG) and Chinese idiom fishing game (CIFG). Seven...
World Conference on Educational Media and Technology 2003 (2003) pp. 1095–1099
Both instruction methods and types of distance media may influence learning. This paper explores differences between East and West distance-learning environments and implications for distance education media uses. Cultural traditions affect...
World Conference on Educational Media and Technology 2003 (2003) pp. 1176–1180
The impact of media on instructional outcomes continues to be debated. The cost for new distance-system development and training is a major challenge for institutions in developing countries that want to be competitive in the global society. To...
Development and behavioral pattern analysis of a mobile guide system with augmented reality for painting appreciation instruction in an art museum
Computers & Education Vol. 71, No. 1 (February 2014) pp. 185–197
A mobile guide system that integrates art appreciation instruction with augmented reality (AR) was designed as an auxiliary tool for painting appreciation, and the learning performance of three groups of visiting participants was explored: AR-guided,...
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 ...
Evaluating students' problem solving ability on the earthquake related topics through Web-based testing
World Conference on Educational Media and Technology 2005 (Jun 27, 2005) pp. 1151–1154
Tenth-grade students' (n = 75) problem-solving ability was evaluated through a Web-based test in a secondary school of Taiwan. This research was based on a previous empirical model (Chang, 2004), which proposes to assess three essential components,...
Integrating a Moral Reasoning Game in a Blended Learning Setting: Effects on Students' Interest and Performance
Interactive Learning Environments Vol. 24, No. 3 (2016) pp. 572–589
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a...
Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory
Computers & Education Vol. 69, No. 1 (November 2013) pp. 369–376
Most educational games require high speed process; they require fast recognitions and accurate hand-eye coordination to play. Under this constraint, Dual Process theory (DPT) indicated players have different levels of cognitive process over...
Ching-Mei Hsiao; Jack Fei Yang; Szu Yuan Chao; Ming-Jhu Syu; Shih Hsien Yu; Ting Yi Tsai; Chin Ping Tu; Chia-Yu Lin; Yi Wen Chen
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 845–851
The National Digital Archive Project in Taiwan may be an important example of how emerging technology may be applied to make here-to-for restricted access to national architectural treasures now available to unrestricted access. Digital archives,...
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” ...