Search results for author:"Jina Kang"
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EdMedia + Innovate Learning 2013 (Jun 24, 2013) p. 2546
Since the mid-1980s, various educational games have been developed, and their popularity has implications for the use of games in the classroom. Although research has shown games are effective in enhancing motivation and improving learner...
What We Can Learn from the Data: A Multiple-Case Study Examining Behavior Patterns by Students with Different Characteristics in Using a Serious Game
Technology, Knowledge and Learning Vol. 21, No. 1 (2016) pp. 33–57
Using a multi-case approach, we examined students' behavior patterns in interacting with a serious game environment using the emerging technologies of learning analytics and data visualization in order to understand how the patterns may vary...
Society for Information Technology & Teacher Education International Conference 2012 (Mar 05, 2012) pp. 1891–1898
Alien Rescue is a science-based simulation designed and built by graduate students to teach middle school students about the solar system. Mixed methods analysis of students’ learning experiences with the tool and attitudes toward it yielded...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2016 (Nov 14, 2016) pp. 742–752
The purpose of this study is to conduct a systematic review of research on studies using analytics (particularly in-game data such as logs) in serious games (SG) to understand what research has been conducted and what research evidences there are in ...
World Conference on Educational Media and Technology 2013 (Jun 24, 2013) p. 2535
The purpose of this paper is to describe a ludic simulation designed for middle school space science and examine students’ experiences with it in an attempt to explore the value of ludic simulations in education and better understand how such...
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 326–338
Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. The purpose of this study is to examine game-based learning by describing a...
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2017 (Oct 17, 2017) pp. 1681–1690
Visual analytics have emerged as a way to allow researchers to understand big data in diverse learning contexts We are interested in using visualization techniques to examine learners’ behavior patterns in an adaptive learning environment and...
American Journal of Distance Education Vol. 30, No. 1 (2016) pp. 14–26
In this study, the researchers examined if and to what extent social media tools such as Facebook and Twitter can augment participants' learning experience in an xMOOC and offer an additional social space. Two research questions guided this inquiry: ...
EdMedia: World Conference on Educational Media and Technology 2016 (Jun 28, 2016) pp. 1544–1558
The purpose of this paper is to describe a problem-based learning environment designed for sixth grade learners, known as Alien Rescue (AR), and to summarize recent research relating to it. The design of the program is based on existing research in ...
Creating a Multimedia Enhanced Problem-Based Learning Environment for Middle School Science: Voices from the Developers
Interdisciplinary Journal of Problem-based Learning Vol. 8, No. 1 (March 2014) pp. 80–91
This paper describes the design and development process used to create Alien Rescue, a multimedia-enhanced learning environment that supports problem-based learning (PBL) in middle school science. The goal of the project is to further our...
EdMedia: World Conference on Educational Media and Technology 2015 (Jun 22, 2015) pp. 171–181
In this paper, we describe the design and development process used to create Alien Rescue, a new media-enhanced learning environment that supports problem-based learning (PBL) in middle school science. A unique characteristic of the project is that ...
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2013 (Oct 21, 2013) pp. 2008–2015
This study examined a MOOC in journalism from the students’ perspectives and intends to understand how MOOCs can be used as a learning tool. The participants were 5,000 students from 138 countries, who registered in the MOOC, Introduction to...
American Journal of Distance Education Vol. 28, No. 3 (2014) pp. 147–159
This study examined participants' learning experiences in the context of a six-week massive open online course (MOOC) in journalism with five thousand students from 137 countries. Three research questions were asked: (1) Who are the students...