Search results for author:"Yen"
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Chen Yen-Ting
Department of Science, National Institute for Compilation and Translation
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Chun-Yen Chang
National Taiwan Normal University
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Yen-Shou Lai
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Using Reminder Tools to Increase Learning Motivation: A Comparison of Mobile Devices, Email and E-learning Platforms
Chien-Hung Lai; Bin-Shyan Jong; Yen-Teh Hsia; Tsong-Wuu Lin
International Journal of Interactive Mobile Technologies Vol. 14, No. 19 (Nov 24, 2020) pp. 82–96
Most students are not actively concerned about curriculum activity times. However, without reminders, students will miss out on learning opportunities from the course activities. Therefore, due to the use of smartphones — which are central to people'...
Language: English
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An Integrative Approach for Determining Consumers Mobile Advertising Related Attitudes and Intentions
Ghazanfar Abbasi; Sea Su-Yee; Yen-Nee Goh
International Journal of Interactive Mobile Technologies Vol. 14, No. 15 (Sep 11, 2020) pp. 95–110
The purpose of this paper is to propose and test an integrated model of mobile advertising taking into consideration the exclusive characteristics of Malaysian consumers. The survey research method has been used to collect data among young mobile...
Language: English
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Applying Concept Map to Game-Base Concept Assessment
Chien-Hung Lai; Bin-Shyan Jong; Yen-Teh Hsia; Tsong-Wuu Lin
International Journal of Interactive Mobile Technologies Vol. 14, No. 6 (Apr 17, 2020) pp. 159–170
There have been lots of studies using traditional concept assessment to measure student’s learning achievement. This study adding game elements in concept assessment try to measure student’s learning achievement, and compare this result with...
Language: English
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Integrating Flash Cards with Narratives for Mobile Learning of English Vocabulary
Chien-Hung Lai; Bin-Shyan Jong; Yen-Teh Hsia; Tsong-Wuu Lin
International Journal of Interactive Mobile Technologies Vol. 14, No. 4 (Mar 12, 2020) pp. 4–16
The world has seen a rapid development in mobile devices in recent years. Mobile devices have the advantage of immediacy and convenience. Their uses are not restricted to desktops and classrooms. Many assisted learning systems run on mobile devices. ...
Language: English
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Use of a Mobile Anonymous Question-Raising System to Assist Flipped-Classroom Learning
Chien-Hung Lai; Bin-Shyan Jong; Yen-Teh Hsia; Tsong-Wuu Lin
International Journal of Interactive Mobile Technologies Vol. 14, No. 3 (Feb 28, 2020) pp. 66–81
Flipped classroom emphasizes the following. First, the instructor uses a digital platform to store course contents, including video lectures. Then, students retrieve these contents from the platform and learn by themselves before class. Finally, the ...
Language: English
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A Comprehensive Teaching Reform Model for a Computer Networks Course Based on Integrated Information Systems
Jingmin Yang; Trong-Yen Lee; Baoxing Chen; Wenjie Zhang
International Journal of Emerging Technologies in Learning (iJET) Vol. 14, No. 18 (Sep 30, 2019) pp. 76–91
in integrating and realigning the applied skills training at Minnan Normal University (MNNU), we analyzed the current situation and problems in the teaching of the Computer Networks course based on national standards on teaching quality and the...
Language: English
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Navigating the Shortcomings of Virtual Learning Environments Via Social Media
Puvaneswary Murugaiah; Siew Yen
International Journal of Virtual and Personal Learning Environments Vol. 9, No. 2 (July 2019) pp. 1–14
It is undeniable that the higher education landscape worldwide has changed with the emergence of virtual learning environments (VLEs). These systems offer learning space and resources for teachers and students regardless of time and place. Although...
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Using Personal Learning Environment (PLE) Management to Support Digital Lifelong Learning
Cherng-Jyh Yen; Chih-Hsiung Tu; Laura Sujo-Montes; Hoda Harati; Claudia Rodas
International Journal of Online Pedagogy and Course Design Vol. 9, No. 3 (July 2019) pp. 13–31
Personal Learning Environment is a promising pedagogical approach to integrate formal and informal learning in social media and support student self-regulated learning. The use of PLEs to support lifelong learning can be expanded to the formal, non...
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New literacy practice in a facebook group: The case of a residential learning community
Su-Yen Chen; Hsin-Yu Kuo; T.C. Hsieh
Computers & Education Vol. 134, No. 1 (June 2019) pp. 119–131
To explore how an online platform provides opportunities for new literacy practices to members of a learning community to connect and collaborate with one another within a participatory culture in supporting the learning experience in the physical...
Language: English
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Designating “hot” items in multiple‐choice questions—A strategy for reviewing course materials
Yen‐Teh Hsia; Bin‐Shyan Jong; Tsong‐Wuu Lin; Ji‐Yang Liao
Journal of Computer Assisted Learning Vol. 35, No. 2 (April 2019) pp. 188–196
Suppose learners use their free time to go online to review course materials, and they do so by taking optional tests that consist of multiple‐choice questions (MCQs). What will happen if, for every practice question, there is always a choice (out...
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Exploration Nature of Technological Creativity
shao-I Chiu; Hsiu-Yuan Hu; Tung-Yen Chen
Society for Information Technology & Teacher Education International Conference 2019 (Mar 18, 2019) pp. 1395–1402
This study aims at understanding the nature of technological creativity as a reference for technological creativity courses and teaching methods. Interviews are done with 4 people from the industry and academic circle that have practical experience...
Topics: Creativity, Teaching and Learning with Emerging Technologies
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Effects of the use of interactive E‐books by intensive care unit patients' family members: Anxiety, learning performances and perceptions
Shu‐Yen Lee; Tsae‐Jyy Wang; Gwo‐Jen Hwang; Shao‐Chen Chang
British Journal of Educational Technology Vol. 50, No. 2 (March 2019) pp. 888–901
In an intensive care unit (ICU), patients' families play a very important role; however, they often lack medical knowledge and are extremely anxious, which could affect their ability to take care of the patients. The effects of giving conventional...
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Investigating the effect of learning method and motivation on learning performance in a business simulation system context: An experimental study
Hsin-Hui Lin; Wan-Chu Yen; Yi-Shun Wang
Computers & Education Vol. 127, No. 1 (December 2018) pp. 30–40
With the proliferation of business simulation systems used in business education, an understanding of the factors of a simulation-based learning environment that contribute to learning performance within instructional settings is essential. This...
Language: English
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Co-Construction Concept Through Cloud-Based Social Network Platform Design, Implementation, and Evaluation
Ben Chang; Yen-An Shih; Fang-Chen Lu
The International Review of Research in Open and Distributed Learning Vol. 19, No. 5 (Nov 27, 2018)
Today’s learners can easily share their thoughts on their social networks, and this movement, undoubtedly, has been affecting their learning. However, learners in such an ad hoc social network environment need a deliberate design to support their...
Language: English
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A framework for self-regulated digital learning (SRDL)
M.‐H. Yen; S. Chen; C.‐Y. Wang; H.‐L. Chen; Y.‐S. Hsu; T.‐C. Liu
Journal of Computer Assisted Learning Vol. 34, No. 5 (October 2018) pp. 580–589
This article develops a framework for self-regulated digital learning, which supports for self-regulated learning (SRL) in e-learning systems. The framework emphasizes 8 features: learning plan, records/e-portfolio and sharing, evaluation, human...
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The preferred situational context scenario type for drama based learning experience in digital theater.
Mahesh Udayanga Liyanawatta; Yu-fang Liu; Yu-Tzu Liu; Yen-Hua Chen; Gwo-dong Chen
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 875–885
This research proposed a drama-based learning approach called Mini-Play which is based on Digital Interactive Learning Theater (DILT) system to help elementary school students to perform dramatically and improve their English as a foreign language ...
Topics: Augmented Reality
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A Situational Comic Play Drama Learning System to Enhance Students’ Learning Motivation
Ping-Yu Chiang; Chun-Hsien Lee; Szu-Hua Lin; Cheng-Yu Fan; Yen-Hua Chen; Gwo-Dong Chen
EdMedia + Innovate Learning 2018 (Jun 25, 2018) pp. 1269–1274
In situational learning, students use a situation as a clue for their thinking; thus, they can experience and learn knowledge in the situation. However, it is very difficult to establish diverse situations for students to experience in a common...
Topics: Learner-centered, and self-directed learning, Participatory learning and media, Augmented Reality
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The Impact of Online Autonomous Learning on EFL Students’ Reading Skills
Hui-Fang Shang; Yen-Yu Chen
International Journal on E-Learning Vol. 17, No. 2 (April 2018) pp. 227–249
With the rapid growth of technology, many language acquisition approaches have been added to computer-assisted language learning applications. Thus, this study investigated the impact of online autonomous learning on English as a Foreign Language ...
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The effect of online argumentation of socio-scientific issues on students' scientific competencies and sustainability attitudes
Chun-Yen Tsai
Computers & Education Vol. 116, No. 1 (January 2018) pp. 14–27
One focal point of science learning is to develop students' ability to actively participate in discussions of socio-scientific issues (SSIs) in their daily lives. This study proposed the SSIs-Online-Argumentation Pattern (SOAP) to develop a...
Language: English
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Profiling Web Technology Adoption of English Language Instructors in Malaysian Universities
Puvaneswary Murugaiah; Yen Siew Hwa
Malaysian Online Journal of Educational Technology Vol. 6, No. 4 (2018) pp. 67–82
Undeniably the use of web technology in language teaching and learning has advanced by leaps and bounds. It not only provides effective learning experiences to the present digitally-inclined students but also assists teachers in creating interesting ...
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The Design, Implementation, and Evaluation of a Digital Interactive Globe System Integrated into an Earth Science Course
Wei-Kai Liou; Kaushal Kumar Bhagat; Chun-Yen Chang
Educational Technology Research and Development Vol. 66, No. 2 (2018) pp. 545–561
The aim of this study is to design and implement a digital interactive globe system (DIGS), by integrating low-cost equipment to make DIGS cost-effective. DIGS includes a data processing unit, a wireless control unit, an image-capturing unit, a...
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Gender-Related Differences in Collaborative Learning in a 3D Virtual Reality Environment by Elementary School Students
Yi-Lien Yeh; Yu-Ju Lan; Yen-Ting R. Lin
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 204–216
This study aimed to understand how children collaborated to create their own stories in a 3D virtual reality (VR) environment and to explore whether there were any gender-related differences in this learning setting. A total of 65 students (38...
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Learning Online, Offline, and In-Between: Comparing Student Academic Outcomes and Course Satisfaction in Face-to-Face, Online, and Blended Teaching Modalities
Shu-Chen Yen; Yafen Lo; Angela Lee; JudelMay Enriquez
Education and Information Technologies Vol. 23, No. 5 (2018) pp. 2141–2153
The purpose of this study was to conduct a three-way comparison of face-to-face, online, and blended teaching modalities in an undergraduate Child Development course to determine if there were differences in student academic outcomes and course...
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Using an Interactive Ubiquitous Learning System to Enhance Authentic Learning Experiences in a Cultural Heritage Course
Kai-Yi Chin; Ko-Fong Lee; Yen-Lin Chen
Interactive Learning Environments Vol. 26, No. 4 (2018) pp. 444–459
This paper proposes a novel interactive ubiquitous learning system (IULS) for authentically teaching a cultural heritage course and imparting relevant concepts to students. Experimental results demonstrated that learning performance was...
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Promoting Autonomy and Ownership in Students Studying English Using Digital Comic Performance-Based Learning
Gwo-Dong Chen; Cheng-Yu Fan; Chih-Kai Chang; Yun-Hsuan Chang; Yen-Hua Chen
Educational Technology Research and Development Vol. 66, No. 4 (2018) pp. 955–978
In traditional learning, students passively absorb the materials provided by their teachers or textbooks. Thus, their learning autonomy is insufficient, and this affects learning motivation. Students find it difficult to absorb the knowledge taught...
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Understanding the Behavioral Intention to Play Austronesian Learning Games: From the Perspectives of Learning Outcome, Service Quality, and Hedonic Value
Kuo-Lun Hsiao; Tien-Chi Huang; Mu-Yen Chen; Nien-Ting Chiang
Interactive Learning Environments Vol. 26, No. 3 (2018) pp. 372–385
Although ubiquitous learning is a novel and creative teaching approach, two key issues inhibit its success overall: a lack of appropriate learning strategies regarding learning objectives, and ineffective learning tools for receiving knowledge...
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Comparison of Animation and Static-Picture Based Instruction: Effects on Performance and Cognitive Load for Learning Genetics
Chi Yang; Chun-Hui Jen; Chun-Yen Chang; Ting-Kuang Yeh
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 1–11
This study aimed to examine the relative effectiveness of using an animation versus static pictures in terms of supporting the learning of genetics. To provide a methodologically sound comparison, the two sessions were constructed to be equivalent...
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Development of a SoLoMo Game-Based Application for Supporting Local Cultural Learning in Taiwan
Yen-Ting Lin; Yu-Ming Tseng; Yi-Sheng Lee; Tz-Chi Wang; Shu-I Tsai; Yun-Jhih Yi
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 115–128
Recently, the development of local cultural features and tourism has become important in Taiwan. To support local cultural education, relevant studies have developed outdoor learning approaches and integrated mobile technology to connect real-world...
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A Framework for Self-Regulated Digital Learning (SRDL)
M.-H. Yen; S. Chen; C.-Y. Wang; H.-L. Chen; Y.-S. Hsu; T.-C. Liu
Journal of Computer Assisted Learning Vol. 34, No. 5 (2018) pp. 580–589
This article develops a framework for self-regulated digital learning, which supports for self-regulated learning (SRL) in e-learning systems. The framework emphasizes 8 features: learning plan, records/e-portfolio and sharing, evaluation, human...
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Developing and Demonstrating an Augmented Reality Colorimetric Titration Tool
Nicholas Yee Kwang Tee; Hong Seng Gan; Jonathan Li; Brandon Huey-Ping Cheong; Han Yen Tan; Oi Wah Liew; Tuck Wah Ng
Journal of Chemical Education Vol. 95, No. 3 (2018) pp. 393–399
The handling of chemicals in the laboratory presents a challenge in instructing large class sizes and when students are relatively new to the laboratory environment. In this work, we describe and demonstrate an augmented reality colorimetric...
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Students’ perception of a flipped classroom approach to facilitating online project-based learning in marketing research courses
Wen-Ling Shih; Chun-Yen Tsai
Australasian Journal of Educational Technology Vol. 33, No. 5 (Oct 31, 2017)
This study investigated students\u2019 perception of a flipped classroom approach to facilitating online project-based learning (FC-OPBL) in a marketing research course at a technical university. This combined strategy was aimed at improving...
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Analyzing gameplay data to inform feedback loops in The Radix Endeavor
Meng-Tzu Cheng; Louisa Rosenheck; Chen-Yen Lin; Eric Klopfer
Computers & Education Vol. 111, No. 1 (August 2017) pp. 60–73
The purpose of this study is to explore some of the ways in which gameplay data can be analyzed to yield results that feed back into the learning ecosystem. There is a solid research base showing the positive impact that games can have on learning,...
Language: English
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Use of Social Media in Uncovering Information Services for People with Disabilities in China
Wenke Wang; Yen Wu; Chih-Hung Yuan; Hongxia Xiong; Wan-Ju Liu
The International Review of Research in Open and Distributed Learning Vol. 18, No. 1 (Feb 28, 2017)
The tangible and intangible needs of people with disabilities have been neglected in research agendas over the past decades, particularly in China. Bringing more benefits to people with disabilities and combining information delivery with Internet...
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Understanding Idea Flow: Applying Learning Analytics in Discourse
Alwyn Vwen Yen Lee; Seng Chee Tan
Learning: Research and Practice Vol. 3, No. 1 (2017) pp. 12–29
The assessment and understanding of students' ideas in discourse have often been a difficult problem for teachers to tackle. Recent innovations and technologies such as text mining can provide a partial solution by generating an estimated count of...
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Internet cognitive failure affects learning progress as mediated by cognitive anxiety and flow while playing a Chinese antonym synonym game with interacting verbal–analytical and motor-control
Jon-Chao Hong; Kai-Hsin Tai; Ming-Yueh Hwang; Yen-Chun Kuo
Computers & Education Vol. 100, No. 1 (September 2016) pp. 32–44
According to the person-artifact-task model, the process of gameplay can trigger a range of emotional responses and wide variation in students' behaviors, consequently leading to varying learning outcomes. How internet cognitive failure (ICF) can...
Language: English
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Exploring learners attitudes toward a social e-learning system: A case study of the Edmodo
Shu-Sheng Liaw; Hsiu-Mei Huang; Yen-Ting Angela Liaw; Yen-Hsiang Andrew Liaw
EdMedia + Innovate Learning 2016 (Jun 28, 2016) pp. 764–769
Although the benefits of e-learning have been discussed in various previous studies; it still is a critical issue of better understanding learners attitudes toward the social e-learning system, such as the Edmodo. The object of this study is to...
Topics: Implementation Experiences, Computer-Mediated Communication, distributed learning environments
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Crystallized intelligence affects hedonic and epistemic values to continue playing a game with saliency-based design
Jon-Chao Hong; Ming-Yueh Hwang; Kai-Hsin Tai; Yen-Chun Kuo
Computers & Education Vol. 95, No. 1 (April 2016) pp. 75–84
The purpose of most educational games is to generate students' interest to learn or apply their knowledge. This study designed a new type of human-computer interaction for players to “blow away” the sand shown on the smartphone screen by physically...
Language: English
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Do we click in the right way? A meta-analytic review of clicker-integrated instruction
Yu-Ta Chien; Yueh-Hsia Chang; Chun-Yen Chang
Educational Research Review Vol. 17, No. 1 (February 2016) pp. 1–18
Clickers, formerly known as instant response systems, have gradually become an integral part of the classroom. Though several reviews on research into clicker-integrated instruction have been published within this decade, the controversy over...
Language: English
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Technology-Assisted Sheltered Instruction: Instructional Streaming Video in an EFL Multi-Purpose Computer Course
Yun-Hsuan Huang; Tsung-Yen Chuang
Computer Assisted Language Learning Vol. 29, No. 3 (2016) pp. 618–637
Content-based instruction (CBI) has been widely adopted for decades. However, existing CBI models cannot always be effectively put into practice, especially for learners of lower English proficiency in English as a foreign language (EFL) context....
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A Motion-Sensing Game-Based Therapy to Foster the Learning of Children with Sensory Integration Dysfunction
Tsung-Yen Chuang; Ming-Shiou Kuo
Journal of Educational Technology & Society Vol. 19, No. 1 (2016) pp. 4–16
Children with Sensory Integration Dysfunction (SID, also known as Sensory Processing Disorder, SPD) are also learners with disabilities with regard to responding adequately to the demands made by a learning environment. With problems of organizing...
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Mobile Seamless Technology Enhanced CSL Oral Communication
Yu-Ju Lan; Yen-Ting Lin
Journal of Educational Technology & Society Vol. 19, No. 3 (2016) pp. 335–350
The current study aimed at investigating how mobile seamless technology can be used to enhance the pragmatic competence of learners of Chinese as a second language (CSL). 34 overseas CSL learners participated in this study. They were randomly...
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An Interactive Diagnosis Approach for Supporting Clinical Nursing Courses
Chun-Wang Wei; Yi-Chun Lin; Yen-Ting Lin
Interactive Learning Environments Vol. 24, No. 8 (2016) pp. 1795–1811
Clinical resources in nursing schools are always insufficient for satisfying the practice requirements of each student at the same time during a formal course session. Although several studies have applied information and communication technology to ...
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An Augmented-Reality-Based Concept Map to Support Mobile Learning for Science
Chien-Hsu Chen; Yin-Yu Chou; Chun-Yen Huang
Asia-Pacific Education Researcher Vol. 25, No. 4 (2016) pp. 567–578
Computer hardware and mobile devices have developed rapidly in recent years, and augmented reality (AR) technology has been increasingly applied in mobile learning. Although instructional AR applications have yielded satisfactory results and...
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Development and Validation of the Perception of Students towards Online Learning (POSTOL)
Kaushal Kumar Bhagat; Leon Yufeng Wu; Chun-Yen Chang
Journal of Educational Technology & Society Vol. 19, No. 1 (2016) pp. 350–359
In the twenty-first century, online learning has evolved as a worldwide platform to connect, collaborate and engage users in the learning process. Online learning today is integrated with social network connectivity, which builds an ecosystem for...
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The Impact of the Flipped Classroom on Mathematics Concept Learning in High School
Kaushal Kumar Bhagat; Cheng-Nan Chang; Chun-Yen Chang
Journal of Educational Technology & Society Vol. 19, No. 3 (2016) pp. 134–142
The present study aimed to examine the effectiveness of the flipped classroom learning environment on learner's learning achievement and motivation, as well as to investigate the effects of flipped classrooms on learners with different achievement...
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Effect of a Blended Learning Environment on Student Critical Thinking and Knowledge Transformation
Min Jou; Yen-Ting Lin; Din-Wu Wu
Interactive Learning Environments Vol. 24, No. 6 (2016) pp. 1131–1147
With the development of information technology and popularization of web applications, students nowadays have grown used to skimming through information provided through the Internet. This reading habit led them to be incapable of analyzing or...
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Mobile APP for Motivation to Learning: An Engineering Case
Min Jou; Yen-Ting Lin; Hsieh-Chih Tsai
Interactive Learning Environments Vol. 24, No. 8 (2016) pp. 2048–2057
Synthesis of Materials is regarded as an important core subject in engineering education. However, many concepts and knowledge in the material synthesis can be rather abstract and difficult to understand by the student learners. Experiments are...
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Beyond the Flipped Classroom: A Highly Interactive Cloud-Classroom (HIC) Embedded into Basic Materials Science Courses
Wei-Kai Liou; Kaushal Kumar Bhagat; Chun-Yen Chang
Journal of Science Education and Technology Vol. 25, No. 3 (2016) pp. 460–473
The present study compares the highly interactive cloud-classroom (HIC) system with traditional methods of teaching materials science that utilize crystal structure picture or real crystal structure model, in order to examine its learning...
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Parental Monitoring Predicts Students' Prosocial and Impulsive Tendencies Relevant to Consequence-Based Reasoning in a Blended Learning Environment
Jon-Chao Hong; Ming-Yueh Hwang; Kai-Hsin Tai; Yen-Chun Kuo
Interactive Learning Environments Vol. 24, No. 7 (2016) pp. 1534–1551
Consequential reasoning relevant to moral development has not been effectively practised in elementary schools in Taiwan. The present study designed a "To Do or Not To Do" website for students to explore moral dilemma situations and...
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Construction of Multi-Mode Affective Learning System: Taking Affective Design as an Example
Hao-Chiang Koong Lin; Sheng-Hsiung Su; Ching-Ju Chao; Cheng-Yen Hsieh; Shang-Chin Tsai
Journal of Educational Technology & Society Vol. 19, No. 2 (2016) pp. 132–147
This study aims to design a non-simultaneous distance instruction system with affective computing, which integrates interactive agent technology with the curricular instruction of affective design. The research subjects were 78 students, and...