Search results for author:"Min Liu"
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The University of Texas at Austin
The Effect of A Problem-Based Hypermedia Learning Environment on Sixth Graders’ Performance and Attitudes
World Conference on Educational Media and Technology 2003 (2003) pp. 842–848
A problem-based hypermedia learning environment for middle school science was examined to understand how it affected the performance and attitudes of students at different ability levels as they used the program. The findings showed that the...
Society for Information Technology & Teacher Education International Conference 1995 (1995) pp. 519–523
Technology has become an essential part of teacher training. Teacher educators face the challenge of how to best prepare tomorrow’s teachers today to deal with the vast amount of information available in today’s society and the rapid advancement in...
Patterns of occurrence and type of computer use, major, gender, and computer anxiety were analyzed for teacher education students. Over a 4-year period beginning in the fall semester of 1986, 914 teacher education students provided data for this...
An Exploratory Study of How Pre-Kindergarten Children Use the Interactive Multimedia Technology: Implications for Multimedia Software Design
Journal of Computing in Childhood Education Vol. 7, No. 1 (1996) pp. 71–92
Explored responses to interactive multimedia by 3- to 5-year-olds through examination of verbal and facial expressions, use of mouse, body movement, attitudes toward multimedia, and teacher comments. Found great interest in using the technology and...
This literature review examines a hypermedia learning environment from a semantic network basis and the application of such an environment to second language learning. (A semantic network is defined as a conceptual representation of knowledge in...
The Effects of HyperCard Programming on Teacher Education Students' Problem-Solving Ability and Computer Anxiety
Journal of Research on Computing in Education Vol. 29, No. 3 (1997) pp. 248–62
Describes a study of graduate students that investigated whether a lengthened HyperCard stack treatment could promote problem-solving ability and reduce computer anxiety. The study was based on previous research that compared BASIC programming with...
The Effect of a Hypermedia Learning Environment on Middle School Students' Motivation, Attitude, and Science Knowledge
Computers in the Schools Vol. 22, No. 3 (Jan 11, 2006) pp. 159–171
This study examined the effect of a hypermedia-enhanced problem-based learning environment in astronomy on sixth-graders' science knowledge, attitude toward learning science, and motivation toward learning. It was found that the students had...
The Effect of Hypermedia Assisted Instruction on Second Language Learning through a Semantic-Network-Based Approach
This study investigated the effect of hypermedia on enhancing vocabulary learning among non-native English speakers. Participants were 63 volunteer, international graduate students, enrolled in an Intensive English Program, English as a Foreign...
Journal of Educational Computing Research Vol. 19, No. 1 (1998) pp. 27–51
Describes a study that examined whether engaging elementary school students in hypermedia authoring would promote their creative thinking. Highlights include Logo programming language; the Torrance Tests of Creativity Thinking; performance...
World Conference on Educational Media and Technology 2002 (2002) p. 1150
Most of us will probably agree that developing cognitive skills is an important goal for education, and is of particular significance for life long learners. It is an area that requires continuous attention and further research. In this presentation,...
Interactive Learning Environments Vol. 11, No. 1 (2003) pp. 23–39
Examines how to design interactive multimedia learning environments to provide necessary support for developing higher level cognitive skills. Describes an approach of engaging learners as multimedia designers using project-based learning and...
World Conference on Educational Media and Technology 2006 (June 2006) pp. 2505–2512
This study investigated middle school students' learning of project design skills and sought to understand what needed to be considered as students worked as multimedia designers. Both quantitative (project design questionnaire, concept mapping,...
World Conference on Educational Media and Technology 2012 (Jun 26, 2012) pp. 2279–2285
Web 2.0 technologies have rapidly become an integral part of the society and influence of Web 2.0 can be felt in all aspects of one’s life - work, school, and play. New Web 2.0 tools, used to create, collaborate, and share, appear daily. But little...
Designing an Online Certification Assessment Program to Evaluate Complex Software Engineering Skills
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (Nov 17, 2008) pp. 1704–1706
Abstract: To assess the competence of software engineers seeking recertification in a software engineering environment, a team of instructional designers, training specialists, and subject matter experts devised an online assessment program that...
Educational Technology Research and Development Vol. 51, No. 2 (2003) pp. 57–76
This case study examined 15 teachers' beliefs about student-centered learning as they implemented Alien Rescue, a computer-based program for middle school science that was designed to create a student-centered learning environment (SCLE) in the...
Student and teacher attitudes toward the use of television in learning and teaching English as a foreign/second language in a college in Taiwan
Student and teacher attitudes toward the use of television in learning and teaching English as a foreign@/second@language in a college in Taiwan (2004) pp. 1–179
The purpose of this study was to explore English teachers' and learners' attitudes toward the use of television in language instruction. Two self-report questionnaires, a Teacher Survey and a Student Questionnaire, were administered to twenty-two...
World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 2295–2304
This paper reports a study using multiple forms to support teachers’ implementation of a student-centered technology-enhanced program. The multiple forms included a face-to-face professional development workshop, an online discussion forum, and an...
A cognitive model of how interactive multimedia authoring facilitates conceptual understanding of object-oriented programming in novices
Journal of Interactive Learning Research Vol. 22, No. 3 (July 2011) pp. 329–356
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices’ cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the...
Journal of Educational Computing Research Vol. 26, No. 4 (2002) pp. 353–80
Describes a study that examined the potential of a hypermedia-based expert tool to scaffold regular education sixth graders engaged in a problem-based learning program. Topics include cognitive apprenticeship support for problem-based learning;...
Introducing Interactive Multimedia to Young Children: A Case Study of How Two-Year-Olds Interact with the Technology
Journal of Computing in Childhood Education Vol. 8, No. 4 (1997) pp. 313–43
Studied how toddlers respond to interactive multimedia. Found that 2- to 3-year olds can engage in computer interactions, but that purposeful and meaningful interactions may not begin until children are about two-and-a-half years old. Prior...
Journal of Educational Multimedia and Hypermedia Vol. 28, No. 2 (April 2019) pp. 193–215
Game-based learning is getting popular in both K-12 schools and colleges. Research is needed to understand how engagement can influence learning and what specific factors of game-based learning that affect learners. In this study, we reviewed a...
Understanding the Effects of Databases as Cognitive Tools in a Problem-Based Multimedia Learning Environment
Journal of Interactive Learning Research Vol. 18, No. 3 (July 2007) pp. 345–363
The purpose of this study is to examine the potential of using computer databases as cognitive tools to share learners' cognitive load and facilitate learning in a multimedia problem-based learning (PBL) environment designed for sixth graders. Two...
The Effect of a "Learner as Multimedia Designer" Environment on At-Risk High School Students' Motivation and Learning of Design Knowledge
Journal of Educational Computing Research Vol. 16, No. 2 (1997) pp. 145–77
Examines the learning benefits of a learner-as-designer environment simulating a real-world multimedia production house and its impact on at-risk high school students. Students showed a significant growth in their value of intrinsic goals and...
The Effect of a "Learner as Multimedia Designer" Environment on At-Risk High School Students' Motivation and Learning of Design Knowledge
Annual Meeting of the American Educational Research Association 1996 (April 1996)
This paper investigates the effect of engaging students in designing interactive multimedia programs. The design process has been shown to heighten motivation and to develop skills in project management, research, organization and representation,...
World Conference on Educational Media and Technology 2001 (2001) pp. 835–840
Web-based instruction provides a new medium for the presentation of instructional activities. The medium has the capability of addressing individual preferences and styles of learning through its structure and the use of multiple forms of media....
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 2216–2222
Abstract: This paper is a report on the findings of a qualitative pilot study conducted on the potential integration of Mingoville game program for learning English as a foreign language in two primary schools in Nanjing, China. The method adopted...
EdMedia: World Conference on Educational Media and Technology 2003 (2003) pp. 2437–2444
It is important for instructional technology designers and researchers to study and understand how cognitive tools can be built and are used so that they can assist in students' learning. In this study, we examined the use of cognitive tools built...
Educational Technology Research and Development Vol. 53, No. 1 (2005) pp. 5–22
In this study, we examined the use of cognitive tools provided in a problem-based hypermedia learning environment for sixth graders. Purposes were to understand how the built-in tools were used, and if tool use was associated with different problem...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (Nov 17, 2008) pp. 1347–1353
The study examined the use of Joomla, one of the open-source software programs released under the GNU/GPL License, to facilitate knowledge sharing activities in a graduate seminar course. Both quantitative and qualitative data were collected and...
Study the Effect of Goal Setting Scaffolding Tool for Problem Solving--In a problem based learning game environment
Society for Information Technology & Teacher Education International Conference 2016 (Mar 21, 2016) pp. 584–587
This study proposes to investigate the effects of a goal-setting tool for metacognitive scaffolding during the problem-solving process in a Problem-Based Learning Serious Game environment. The research will employ a parallel mixed design and utilize ...
What We Can Learn from the Data: A Multiple-Case Study Examining Behavior Patterns by Students with Different Characteristics in Using a Serious Game
Technology, Knowledge and Learning Vol. 21, No. 1 (2016) pp. 33–57
Using a multi-case approach, we examined students' behavior patterns in interacting with a serious game environment using the emerging technologies of learning analytics and data visualization in order to understand how the patterns may vary...
World Conference on Educational Media and Technology 2006 (June 2006) pp. 627–634
This paper aims to review the existing literature on various emotions incorporated into usability and design. As technology evolves rapidly today, users of technology products and interactive computing systems are no longer only pleased at the...
Journal of Educational Technology Systems Vol. 36, No. 2 (2008) pp. 203–218
As technology evolves rapidly, users of technology products and interactive computing systems are no longer only satisfied with the levels of product efficiency and effectiveness. Users are also looking for emotional satisfaction from using and...
World Conference on Educational Media and Technology 2001 (2001) pp. 1139–1144
In this research, we examined the impact of a cognitive apprenticeship-style learner-as-multimedia-designer environment on middle school students' cognitive skills development. The findings showed that engaging students as designers could increase...
Application of Semantic Approaches and Interactive Virtual Technology to Improve Teaching Effectiveness
Interactive Learning Environments Vol. 20, No. 5 (2012) pp. 441–449
This article describes an implementation of interactive virtual environments that have been designed for supporting the education of technical skills in material processing technology. The developed web-based systems provide the capability to train...
Computers in Human Behavior Vol. 10, No. 4 (1994) pp. 419–34
Reports on a study that examined different learning strategies used by 63 Field-independent (FI) people and Field-dependent (FD) international college students in a hypermedia assisted language learning setting. Findings that describe the different...
Journal of Interactive Learning Research Vol. 13, No. 4 (2002) pp. 311–337
Engaging students as multimedia designers extends multimedia authoring by placing students in a designer's position. Instead of merely learning the technical skills and creating a project, the designers need to consider such issues as the needs of...
Learning a Language with Web 2.0: Exploring the Use of Social Networking Features of Foreign Language Learning Websites
CALICO Journal Vol. 27, No. 2 (January 2010) pp. 233–259
This paper presents the results of an online survey and a usability test performed on three foreign language learning websites that use Web 2.0 technology. The online survey was conducted to gain an understanding of how current users of language...
Society for Information Technology & Teacher Education International Conference 2010 (Mar 29, 2010) pp. 183–189
This presentation reports a project that explores how instructional activities can be best structured to facilitate pre-service teachers’ understanding of technology use in classrooms and pilots several formative assessments as a way to track...
Potentials of Mobile Technology for K-12 Education: An Investigation of iPod Touch Use for English Language Learners in the United States
Journal of Educational Technology & Society Vol. 17, No. 2 pp. 115–126
This case study investigated a m-learning initiative by a large school district in the United States to provide iPod touch devices 24/7 to teachers and students of English Language Learners. We described the initiative and presented the research...
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1203–1209
In this paper, we describe and present a newly completed version of Alien Rescue 2017, a learning game. It leverages technologies and combines best practices from educational research with innovative technologies to deliver an engaging learning...
The Effect of Hypermedia Delivered Modeling On Learners’ Self-Directed Study during Problem-Based Learning
EdMedia + Innovate Learning 1999 (1999) pp. 1212–1213
Problem-based learning (PBL) is an instructional approach that uses problems as the stimulus and focus for student activity (Baud & Feletti,1991). Research suggests that PBL may help students develop the skills necessary to pursue learning...
EdMedia + Innovate Learning 1999 (1999) pp. 576–580
This presentation reports on an effort to create a hypermedia supported learning environment using problem-based learning for middle school students in the subject matter area of space science. The objectives of the program are to promote problem...
World Conference on Educational Media and Technology 2001 (2001) pp. 2052–2057
Research has shown the potential of a problem-based approach to enhance students' learning. The interactive nature of hypermedia technology and its ability to deliver information in different media formats can provide unique capabilities for...
EdMedia: World Conference on Educational Media and Technology 2017 (Jun 20, 2017) pp. 854–859
: In this case study, we documented how four teachers, two at the elementary level and two at secondary level, used iPads in their teaching. These teachers were part of their district-wide mobile initiative and were given an iPad to use both inside...
Topics: Teaching/Learning Strategies
Applying adaptive swarm intelligence technology with structuration in web-based collaborative learning
Computers & Education Vol. 52, No. 4 (May 2009) pp. 789–799
One of the key challenges in the promotion of web-based learning is the development of effective collaborative learning environments. We posit that the structuration process strongly influences the effectiveness of technology used in web-based...
Can Using A Multimedia-Enriched Problem-Based Learning Environment Improve At-Risk Students’ Attitude?
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2019 (Nov 04, 2019) pp. 644–649
Research has shown students’ attitude toward learning affects their learning outcomes. In this study, we examined if the use of a multimedia-enriched problem-based earning (PBL) science environment can improve at-risk middle school students’...
Journal of Research on Computing in Education Vol. 30, No. 3 (1998) pp. 254–80
A study involving interviews with experienced educational multimedia developers examined multimedia production, professional roles and responsibilities, factors contributing to successful multimedia development, production tips and techniques from...
International Conference on Mathematics / Science Education and Technology 1999 (1999) p. 432
Alien Rescue is a hypermedia program that draws on the principles of problem-based learning to engage students in grades 5 and 6 in an inquiry approach to science learning. Its science fiction premise takes students to a newly operational...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2016 (Nov 14, 2016) pp. 742–752
The purpose of this study is to conduct a systematic review of research on studies using analytics (particularly in-game data such as logs) in serious games (SG) to understand what research has been conducted and what research evidences there are in ...