Search results for author:"H. Chang"
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The history and current practices of the High Tech Center: Perceptions of the students with disabilities and the administrators
(2004) pp. 1–130
The purpose of this study was to examine the history, philosophy, function, and current practices of the High Tech Center, Disabled Student Services at California State University, Long Beach. Additionally, the purpose was to examine the...
Asia-Pacific Education Researcher Vol. 23, No. 3 (2014) pp. 605–619
Efforts to make effective use of technology offer a promising direction for science education research. In this study, we investigated how a teacher and students used an inquiry-based, visualization-focused chemistry unit. The chemistry unit was...
Journal of Applied Research and Technology Vol. 11, No. 2 (April 2013) pp. 292–300
This paper presents the performance of an adaptive location-estimation technique combining Kaiman filtering (KF) with vision assisting for wireless sensor networks. For improving the accuracy of a location estimator, a KF procedure is employed at a...
TESOL Journal Vol. 4, No. 2 (1995) pp. 28–31
Describes a collaborative program organized by English professors at National Kaohsiung Normal University in Taiwan and the University of North Carolina at Charlotte, in which students in similar courses at the two institutions communicate via...
Educational Media International Vol. 39, No. 1 (2002) pp. 75–85
Examines how an individual enhances their learning about design and interacts dynamically in a Web-based learning environment. Describes the use of role playing to think about design in different contexts in a university in Taiwan; discusses the...
Examining the Effects of Learning Motivation and of Course Design in an Instructional Simulation Game
Interactive Learning Environments Vol. 18, No. 4 (December 2010) pp. 319–339
In recent years, games have been proven to be an effective tool in supplementing traditional teaching methods. Through game playing, students can strengthen their cognitive-recognition architecture and can gain satisfaction as well as a sense of...
Journal of Computer Assisted Learning Vol. 28, No. 4 (August 2012) pp. 322–335
Various writing assistance tools have been developed through efforts in the areas of natural language processing with different degrees of success of curriculum integration depending on their functional rigor and pedagogical designs. In this paper,...
Annual Meeting of the American Educational Research Association 1999 (April 1999)
An a-stratified design (H. Chang and Z. Ying, 1997) is a new concept proposed to address the issues of item security and pool utilization in testing. It has been demonstrated to be effective in lowering the test overlap rate and improving the use of ...
Journal of Special Education Technology Vol. 23, No. 3 (2008)
The present study assessed the effects of video modeling on acquisition and generalization of variation in the conversational speech of two boys with autism. A video was made showing several versions of several topics of conversation, thus providing ...
Journal of Computer Assisted Learning Vol. 25, No. 4 (August 2009) pp. 375–385
Digital teaching portfolios have been proposed as an effective tool for teacher learning and professional development, but there is a lack of empirical evidence supporting their effectiveness. This study proposed the design of a structured digital...
Computer Assisted Language Learning Vol. 28, No. 1 (2015) pp. 22–40
Paraphrasing, or restating information using different words, is critical to successful writing. However, EFL learners have difficulty in making paraphrases to meet their writing demands, and there has been little research on developing automatic...
A simplified approach to the multi-item economic production quantity model with scrap, rework, and multi-delivery
Journal of Applied Research and Technology Vol. 13, No. 4 (August 2015) pp. 472–476
In a recent paper, Chiu et al. (2014) utilized mathematical modeling and differential calculus to determine the common production cycle time that minimizes total production, inventory, and delivery costs for a multi-item economic production quantity ...
Internet cognitive failure and fatigue relevant to learners' self-regulation and learning progress in English vocabulary with a calibration scheme
Journal of Computer Assisted Learning Vol. 31, No. 5 (Oct 01, 2015) pp. 450–461
To determine the factors of learning effectiveness in English vocabulary learning when using a calibration scheme, this study developed a freshman English mobile device application (for iPhone 4) for students with low levels of English proficiency...
A Simulation-Based LED Design Project in Photonics Instruction Based on Industry-University Collaboration
IEEE Transactions on Education Vol. 54, No. 4 (November 2011) pp. 582–589
In response to the growing industrial demand for light-emitting diode (LED) design professionals, based on industry-university collaboration in Taiwan, this paper develops a novel instructional approach: a simulation-based learning course with peer...
Development of children's creativity and manual skills within digital game-based learning environment
Journal of Computer Assisted Learning Vol. 30, No. 4 (Aug 23, 2014) pp. 377–395
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students’ creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to...
Improving Pupils' Mathematical Communication Abilities through Computer-Supported Reciprocal Peer Tutoring
Journal of Educational Technology & Society Vol. 19, No. 3 (2016) pp. 157–169
This study examined how to foster pupils' mathematical communication abilities by using tablet PCs. Students were encouraged to generate math creations (including mathematical representation, solution, and solution explanation of word problems) as...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2004 (2004) pp. 2241–2247
Abstract: Multimedia technology has been used extensively in the teaching and learning of English as a second and foreign language. However, some people still misjudge what computers are capable of. Some language teachers are afraid of being...
Development of Children's Creativity and Manual Skills within Digital Game-Based Learning Environment
Journal of Computer Assisted Learning Vol. 30, No. 4 (August 2014) pp. 377–395
In this study, we developed a digital game-based learning (DGBL) system, called the ToES, to foster students' creativity. Fifty-one fifth-grade students from two classes in a public school in Taipei, Taiwan, were recruited and consented to...
Mobile Guide System Using Problem-Solving Strategy for Museum Learning: A Sequential Learning Behavioural Pattern Analysis
Journal of Computer Assisted Learning Vol. 26, No. 2 (April 2010) pp. 106–115
Mobile devices have been increasingly utilized in informal learning because of their high degree of portability; mobile guide systems (or electronic guidebooks) have also been adopted in museum learning, including those that combine learning...
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 248–258
Graduate students usually lack sufficient ability to read academic papers effectively and efficiently. For facilitating their reading comprehension, this study adopts summarization as a main reading strategy under the scaffold of keyword evaluation. ...
An analysis of collaborative problem-solving activities mediated by individual-based and collaborative computer simulations
C.‐J. Chang; M.‐H. Chang; C.‐C. Liu; B.‐C. Chiu; S.‐H. Fan Chiang; C.‐T. Wen; F.‐K. Hwang; P.‐Y. Chao; Y.‐L. Chen; C.‐S. Chai
Journal of Computer Assisted Learning Vol. 33, No. 6 (December 2017) pp. 649–662
Researchers have indicated that the collaborative problem-solving space afforded by the collaborative systems significantly impact the problem-solving process. However, recent investigations into collaborative simulations, which allow a group of...
Journal of Computer Assisted Learning Vol. 21, No. 3 (June 2005) pp. 181–189
"1:1" educational computing refers to a scenario where every student in a group or class uses a computing device equipped with wireless communication capability to conduct a learning task. This paper, drawing from design experiences with our digital ...
Designing Interaction Tasks in Second Life for Chinese as a Foreign Language Learners: A Preliminary Exploration
Australasian Journal of Educational Technology Vol. 29, No. 2 (2013) pp. 184–202
The aims of this research were to develop guidelines for designing interaction tasks for learners of Chinese as a foreign language (CFL) and to investigate the attitudes of CFL learners toward a full CFL class in Second Life (SL). Three research...
Wen-Chia C. Chang; Larry H. Ludlow; Lexie Grudnoff; Fiona Ell; Mavis Haigh; Mary Hill; Marilyn Cochran-Smith
Teaching and Teacher Education: An International Journal of Research and Studies Vol. 82, No. 1 (June 2019) pp. 69–85