Search results for author:"Ming-Puu Chen"
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Educational Media International Vol. 36, No. 4 (1999) pp. 295–99
Examines the type of innovation-decision (authority-decision versus optional decision) and type of intervention (concern-based versus non-concern-based) on arousing educators' concerns toward the Internet. Results suggest that authority-decision is...
An Evaluation of the ELNP e-Learning Quality Assurance Program: Perspectives of Gap Analysis and Innovation Diffusion
Educational Technology & Society Vol. 12, No. 1 (2009) pp. 18–33
The purpose of this study was to examine the appropriateness of a nationwide quality assurance framework for e-learning from participants' perspectives. Two types of quality evaluation programs were examined in this study, including the e-Learning...
(1997) pp. 1–184
This study was designed to investigate the influence of instructional cognitive support on learning recursion and how instruction may interact with prior knowledge and spatial ability. An aptitude-treatment-interaction (ATI) research design was...
The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning
Innovations in Education and Teaching International Vol. 47, No. 1 (February 2010) pp. 39–52
Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow...
EdMedia: World Conference on Educational Media and Technology 2016 (Jun 28, 2016) pp. 1531–1535
This preliminary study aimed to explore the impact of using Augmented Reality (AR) technology as a scaffolding tool on senior high school students’ learning of geometry. Participants’ learning performance and motivation toward learning of geometry...
A computer game as a context for non-routine mathematical problem solving: The effects of type of question prompt and level of prior knowledge
Computers & Education Vol. 52, No. 3 (April 2009) pp. 530–542
The purpose of this study was to investigate the effects of type of question prompt and level of prior knowledge on non-routine mathematical problem solving. A computer game was blended within the pattern reasoning tasks, along with question prompts,...
EdMedia: World Conference on Educational Media and Technology 2017 (Jun 20, 2017) pp. 164–167
This pilot study aimed to examine the usability of an augmented reality (AR) learning activity and its effect of AR-based embodied-cognition on elementary student’s learning of lever principle with comparison to learning from digital simulation....
Topics: Computer-Mediated Communication
World Conference on Educational Media and Technology 2006 (June 2006) pp. 40–45
In Taiwan, an e-Learning Courseware Certification service is provided by the Quality Service Center of the e-Learning Network Science Park to distinguish and promote well-designed e-Learning courseware. The e-Learning Courseware Certification...
Topics: Instructional Design
Society for Information Technology & Teacher Education International Conference 2008 (Mar 03, 2008) pp. 2272–2278
This study examined the effects of individual differences and type of instruction on secondary school learners' animation project performance in an ICT course. Two classes of eighth graders, 35 males and 36 females, participated in the experiment....
Bridging the Gap between Mathematical Conjecture and Proof through Computer-Supported Cognitive Conflicts
Teaching Mathematics and Its Applications: An International Journal of the IMA Vol. 27, No. 1 (2008) pp. 1–10
In many mathematical problems, students can feel that the universality of a conjecture or a formula is validated by their experiment and experience. In contrast, students generally do not feel that deductive explanations strengthen their conviction...
The effects of goal specificity and scaffolding on programming performance and self-regulation in game design
British Journal of Educational Technology Vol. 44, No. 2 (Mar 01, 2013)
The purpose of this study was to investigate the influence of goal specificity and scaffolding on the programming performance and self-regulation of elementary students engaged in learning game design. This study recruited 232 students for the...
World Conference on Educational Media and Technology 2006 (June 2006) pp. 2486–2492
This study explored the use of a mobile learning device as a learning tool to enhance novice learners' reflective thinking through "reflection in action" and "reflection on action" on the problem-solving of the Linux Fedora installation....
EdMedia: World Conference on Educational Media and Technology 2003 (2003) pp. 2308–2312
Abstract: The purpose of this study was to examine the effect of learning paradigm, the acquisition-oriented approach versus the participation-oriented approach, on computer problem-solving performance. The results showed that the learners received...
Computers & Education Vol. 56, No. 4 (May 2011) pp. 1003–1011
In the past decade, a number of adaptive hypermedia learning systems have been developed. However, most of these systems tailor presentation content and navigational support solely according to students’ prior knowledge. On the other hand, previous...
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 867–868
This paper introduces a showcase of an AR-based science exploration using smart glass. A gamified AR-based science laboratory session on the convex lens image forming, called The Dragon Fighter, was developed to support junior high school students...
EdMedia + Innovate Learning 2019 (Jun 24, 2019) pp. 909–912
This paper introduces a showcase on the use of a VR manipulative designed to enrich participants’ triangulation measuring experience and enhance their AR-based triangulation problem-solving learning performance. A virtual reality manipulative on...
Topics: Augmented Reality
Effects of Type of Exploratory Strategy and Prior Knowledge on Middle School Students' Learning of Chemical Formulas from a 3D Role-Playing Game
Educational Technology Research and Development Vol. 62, No. 2 (April 2014) pp. 163–185
The purpose of this study was to examine the effects of the type of exploratory strategy and level of prior knowledge on middle school students' performance and motivation in learning chemical formulas via a 3D role-playing game (RPG). Two...
Experiential-based Digital Resources for Teaching Abstract Concepts of Computer Science to High School Students
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 2523–2529
The Experiential-based Learning of Computer Science (ELCS) was developed based on the experiential learning perspective to provide teachers with flexible-to-adopt, ease-of-use, from-concrete-to-abstract, and from-observation-to-experimentation...
Computers & Education Vol. 70, No. 1 (January 2014) pp. 41–52
The purpose of this study was to examine the effects of multimedia strategies for instructional techniques and practice on non-native novices' Chinese character learning performance and cognitive load. Two types of multimedia instructional...
Exploring the Peer Interaction Effects on Learning Achievement in a Social Learning Platform Based on Social Network Analysis
International Journal of Distance Education Technologies Vol. 15, No. 3 (July 2017) pp. 65–85
The benefits of social learning have been recognized by existing research. To explore knowledge distribution in social learning and its effects on learning achievement, we developed a social learning platform and explored students' behaviors of peer ...
Computers & Education Vol. 114, No. 1 (November 2017) pp. 298–308
Reflective judgement is a critical capability for dietitians since they are often confronted with contradictory evidence and conflicting viewpoints. The lack of reflective judgment literature for nutrition education revealed an imperative need to...