Search results for author:"Ching-Chiu Lin"
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Art Education Vol. 64, No. 4 (July 2011) pp. 12–17
Infusing technology into art education practice has been a continuous endeavor for preservice and in-service art teacher education. In recent years, art educators around the world have researched issues related to the preparation of art teacher...
A qualitative study of three secondary art teachers' conceptualizations of visual literacy as manifested through their teaching with electronic technologies
A qualitative study of three @?secondary @?art@teachers' @?conceptualizations of @?visual@literacy as @?manifested through their @?teaching with @?electronic@technologies (2008) pp. 1–313
This qualitative case study examined and described three technologically competent, secondary-level visual arts teachers' insights into the notion of visual literacy in the information age, and how this notion manifests through these teachers'...
E-Learning Vol. 6, No. 2 (2009) pp. 230–241
A youth community informatics (YCI) research project intersected an inquiry learning model with the making of audiovisual podcasts to foster personal growth and community engagement in a group of Mexican American youth enrolled in an afterschool...
Engaging Youth in Underserved Communities through Digital-Mediated Arts Learning Experiences for Community Inquiry
Studies in Art Education Vol. 54, No. 4 (2013) pp. 335–348
Learning for underserved youth is integral to social progress. Yet, too often, young people experience disconnects between their educational experiences and both individual and community needs. Arts can help these youth recover a unity through...
No Student Left Behind: A Collaborative and Competitive Game-Based Learning Environment to Reduce the Achievement Gap of EFL Students in Taiwan
Technology, Pedagogy and Education Vol. 24, No. 1 (2015) pp. 35–49
How to close the achievement gap in the classroom so that no student is left behind becomes one of the most important issues nowadays. This study aims to construct a collaborative and competitive game-based learning environment to improve English...
Trends and research issues of mobile learning studies in nursing education: A review of academic publications from 1971 to 2016
Computers & Education Vol. 116, No. 1 (January 2018) pp. 28–48
In the past decades, the issues related to mobile learning have been widely discussed around the globe; however, the development and trends of applying mobile technologies in nursing education still lack systematic analysis. In this study, a meta...
A review of experimental mobile learning research in 2010–2016 based on the activity theory framework
Computers & Education Vol. 129, No. 1 (February 2019) pp. 1–13
In this study, we systematically reviewed the experimental mobile learning studies published in 2010–2016. Moreover, the activity theory framework was adopted to investigate the insights and trends of mobile learning. That is, the dimensions of...
Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns
Computers & Education Vol. 106, No. 1 (March 2017) pp. 26–42
Scholars have indicated the importance of considering anxiety in language learning. They have also pointed out the potential of integrating learning content into gaming contexts. However, few have explored in-depth the learning processes in game...
Assistive Technology Vol. 22, No. 2 (2010) pp. 115–127
Mobile phones are employed as an assistive platform to improve the living quality of individuals who are deaf. However, deaf individuals experience difficulties using existing functions on mobile phones. This study identifies the functions that are...
Computers & Education Vol. 45, No. 4 (December 2005) pp. 399–416
Previous research suggests that an eventual information technology (IT) success depend on both its initial adoption (acceptance) and subsequent continued usage (continuance). Expectancy disconfirmation theory (EDT) has been successfully used to...
How to help older adults learn new technology? Results from a multiple case research interviewing the internet technology instructors at the senior learning center
Computers & Education Vol. 129, No. 1 (February 2019) pp. 61–70
The incorporation of technology into everyday life has become the core of the learning process of older adults. However, how technology is implemented in senior learning environments is not well known. This study employed a multiple case research...
Assisting People with Multiple Disabilities Improve Their Computer-Pointing Efficiency with Hand Swing through a Standard Mouse
Research in Developmental Disabilities Vol. 31, No. 2 (2010) pp. 517–524
This study evaluated whether two people with multiple disabilities would be able to improve their pointing performance using hand swing with a standard mouse through an Extended Dynamic Pointing Assistive Program (EDPAP) and a newly developed mouse...