Search results for author:"Chien-Hung Lai"
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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...
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 ...
World Conference on Educational Media and Technology 2007 (Jun 25, 2007) pp. 4300–4309
Information and communication technologies (ICTs) supply the chance of getting information on the Internet at anytime and anywhere. The educational methods are not longer limited to learn in the classroom. Moreover, the importance of independent,...
Using Game-Based Cooperative Learning to Improve Learning Motivation: A Study of Online Game Use in an Operating Systems Course
IEEE Transactions on Education Vol. 56, No. 2 (May 2013) pp. 183–190
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game...
Using SPRT+ to Reduce Measure Time on Student Learning Efficiency by Pre-defined Student's Confidence Indicator
International Journal of Emerging Technologies in Learning (iJET) Vol. 9, No. 3 (May 10, 2014) pp. 55–58
In traditional teaching method in course, teachers usually used test to measure students learning efficiency, but we doing lots of test that may lower student learning motivation, so our research main purpose is how to reduce the time in test that...
International Journal of Emerging Technologies in Learning (iJET) Vol. 9, No. 3 (May 10, 2014) pp. 12–15
Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional...
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. ...
Does Gender Influence Emotions Resulting from Positive Applause Feedback in Self-Assessment Testing? Evidence from Neuroscience
Journal of Educational Technology & Society Vol. 18, No. 1 pp. 337–350
Computerized self-assessment testing can help learners reflect on learning content and can also promote their motivation toward learning. However, a positive affective state is the key to achieving these learning goals. This study aims to examine...
Silvia Wen-Yu Lee; Chin-Chung Tsai; Ying-Tien Wu; Meng-Jung Tsai; Tzu-Chien Liu; Fu-Kwun Hwang; Chih-Hung Lai; Jyh-Chong Liang; Huang-Ching Wu; Chun-Yen Chang
International Journal of Science Education Vol. 33, No. 14 (2011) pp. 1893–1925
Internet-based science learning has been advocated by many science educators for more than a decade. This review examines relevant research on this topic. Sixty-five papers are included in the review. The review consists of the following two major...