Search results for author:"Chung-Yuan Hsu"
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Formative research on an instructional design model for the design of computer simulation for teaching statistical concepts
(2009) pp. 1–203
The instructional problem of a superficial understanding still prevails in current education. Many educators seek solutions from technology to remedy the shadow learning problem. But, as researchers indicate, technology alone does not cause learning....
Society for Information Technology & Teacher Education International Conference 2009 (Mar 02, 2009) pp. 1476–1479
Numerous studies have pointed out that students, as well as teachers, express frustration about difficulties encountered when learning or teaching statistics. Although computer simulations may offer opportunities for students to try out concepts,...
Examining the Effects of Combining Self-Explanation Principles with an Educational Game on Learning Science Concepts
Interactive Learning Environments Vol. 21, No. 2 (2013) pp. 104–115
Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This...
Exploring the Effects of Integrating Self-Explanation into a Multi-User Game on the Acquisition of Scientific Concepts
Interactive Learning Environments Vol. 24, No. 4 (2016) pp. 844–858
The purpose of this study was to examine the impacts of embedding collaboration into a game with a self-explanation design for supporting the acquisition of light and shadow concepts. The participants were 184 fourth graders who were randomly...
TechTrends: Linking Research and Practice to Improve Learning Vol. 54, No. 1 (January 2010) pp. 58–61
The Goal-based Scenario method is a design model for applying simulations to instruction. This portfolio item describes an implementation of Goal-based Scenarios for the teaching of statistics. The application demonstrates how simulations can be...
Investigation of High School Students' Online Science Information Searching Performance: The Role of Implicit and Explicit Strategies
Journal of Science Education and Technology Vol. 21, No. 2 (April 2012) pp. 246–254
Due to a growing trend of exploring scientific knowledge on the Web, a number of studies have been conducted to highlight examination of students' online searching strategies. The investigation of online searching generally employs methods including ...
Facilitating Preschoolers' Scientific Knowledge Construction via Computer Games Regarding Light and Shadow: The Effect of the Prediction-Observation-Explanation (POE) Strategy
Journal of Science Education and Technology Vol. 20, No. 5 (October 2011) pp. 482–493
Educational researchers have suggested that computer games have a profound influence on students' motivation, knowledge construction, and learning performance, but little empirical research has targeted preschoolers. Thus, the purpose of the present ...
Asia-Pacific Education Researcher Vol. 24, No. 3 (2015) pp. 463–470
Previous studies have suggested that understanding the relationships and developmental paths among TPACK constructs plays a crucial role in teachers' TPACK development process. Researchers (Chai et al.," Edu Technol Soc" 13(4):63-73, 2010) ...
The role of elementary school students’ scientific epistemic beliefs in a digital game-based learning environment
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1138–1142
This study attempted to understand the role of elementary school students' scientific epistemic beliefs in a digital game-based learning environment. A total of 107 elementary school students participated in this study. Two instruments were adopted...
Topics: Game-based learning
Epistemic Beliefs, Online Search Strategies, and Behavioral Patterns While Exploring Socioscientific Issues
Journal of Science Education and Technology Vol. 23, No. 3 (June 2014) pp. 471–480
Online information searching tasks are usually implemented in a technology-enhanced science curriculum or merged in an inquiry-based science curriculum. The purpose of this study was to examine the role students' different levels of scientific...
Computers & Education Vol. 98, No. 1 (July 2016) pp. 115–129
This study utilized eye-tracking technology to explore the differences between high- and low-conceptual-comprehension players' visual behaviors and game flows in game-based learning (GBL). A total of 22 university students participated in this study ...
Meng-Lung Lai; Meng-Jung Tsai; Fang-Ying Yang; Chung-Yuan Hsu; Tzu-Chien Liu; Silvia Wen-Yu Lee; Min-Hsien Lee; Guo-Li Chiou; Jyh-Chong Liang; Chin-Chung Tsai
Educational Research Review Vol. 10, No. 1 (December 2013) pp. 90–115
This study aims to disclose how eye-tracking technology has been applied to studies of learning, and what eye movement measures have been used for investigations by reviewing studies that have employed the eye-tracking approach. A total of 81 papers ...