Search results for author:"Jon Chao Hong"
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An Exploration of Students' Science Learning Interest Related to Their Cognitive Anxiety, Cognitive Load, Self-Confidence and Learning Progress Using Inquiry-Based Learning with an iPad
Jon-Chao Hong; Ming-Yueh Hwang; Kai-Hsin Tai; Chi-Ruei Tsai
Research in Science Education Vol. 47, No. 6 (2017) pp. 1193–1212
Based on the cognitive-affective theory, the present study designed a science inquiry learning model, "predict-observe-explain" (POE), and implemented it in an app called "WhyWhy" to examine the effectiveness of students' science ...
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Practicing abductive reasoning: The correlations between cognitive factors and learning effects
Ming-Yueh Hwang; Jon-Chao Hong; Jian-Hong Ye; Yu-Feng Wu; Kai-Hsin Tai; Ming-Chi Kiu
Computers & Education Vol. 138, No. 1 (September 2019) pp. 33–45
The game design for students to practice reasoning skills is very important for improving learning effectiveness. To date, abductive, inductive and deductive reasoning are considered as equally important for developing students’ thinking skills, but ...
Language: English
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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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Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety
Jon-Chao Hong; Min-Pei Lin; Ming-Yueh Hwang; Kai-Hsin Tai; Yen-Chun Kuo
Computers & Education Vol. 88, No. 1 (October 2015) pp. 109–118
To compare the perception of animated to static mode of gameplay and how it affects the emotional state and performance of playing, this study designed two games, Chinese idiom string up game (CISUG) and Chinese idiom fishing game (CIFG). Seven...
Language: English
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Applying the technology acceptance model in a study of the factors affecting usage of the Taiwan digital archives system
Jon-Chao Hong; Ming-Yueh Hwang; Hsuan-Fang Hsu; Wan-Tzu Wong; Mei-Yung Chen
Computers & Education Vol. 57, No. 3 (November 2011) pp. 2086–2094
The rapid development of information and communication technology and the popularization of the Internet have given a boost to digitization technologies. Since 2001, The National Science Council (NSC) of Taiwan has invested a large amount of funding ...
Language: English
Topics: Human Computer Interaction
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Using a “prediction–observation–explanation” inquiry model to enhance student interest and intention to continue science learning predicted by their Internet cognitive failure
Jon-Chao Hong; Ming-Yueh Hwang; Ming-Chou Liu; Huei-Yin Ho; Yi-Ling Chen
Computers & Education Vol. 72, No. 1 (March 2014) pp. 110–120
The development of information technology, such as iPad applications, facilitates the implementation of constructivist teaching methods. Thus, the present study developed a “prediction–observation–explanation” (POE) inquiry-based learning mode to...
Language: English
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Gender differences in cognitive load and competition anxiety affect 6th grade students' attitude toward playing and intention to play at a sequential or synchronous game
Ming-Yueh Hwang; Jon-Chao Hong; Hao-Yueh Cheng; Yu-Chi Peng; Nien-Chen Wu
Computers & Education Vol. 60, No. 1 (January 2013) pp. 254–263
Do girls have more competition anxiety and exogenous cognitive load than equally able boys during the playing of stressful competitive on-line games? This question led to the adoption of a technology acceptance model to compare the influence factors ...
Language: English
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Using calibration to enhance students' self-confidence in English vocabulary learning relevant to their judgment of over-confidence and predicted by smartphone self-efficacy and English learning anxiety
Jon-Chao Hong; Ming-Yueh Hwang; Kai-Hsin Tai; Yi-Ling Chen
Computers & Education Vol. 72, No. 1 (March 2014) pp. 313–322
In this paper, calibration was introduced to improve English vocabulary learning for learners to reduce the number of repetitions and to improve vocabulary memorization. Thus, an App for the iPhone 4 called English Vocabulary Learning @ Star (EVL@S) ...
Language: English
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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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Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory
Jon-Chao Hong; Ming-Yueh Hwang; Wen-Chi Chen; Chia-Ching Lee; Pei-Hsin Lin; Yi-Ling Chen
Computers & Education Vol. 69, No. 1 (November 2013) pp. 369–376
Most educational games require high speed process; they require fast recognitions and accurate hand-eye coordination to play. Under this constraint, Dual Process theory (DPT) indicated players have different levels of cognitive process over...
Language: English
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Using the saliency-based model to design a digital archaeological game to motivate players' intention to visit the digital archives of Taiwan's natural science museum
Jon-Chao Hong; Ming-Yueh Hwang; Yu-Ju Chen; Pei-Hsin Lin; Yao-Tien Huang; Hao-Yueh Cheng; Chih-Chin Lee
Computers & Education Vol. 66, No. 1 (August 2013) pp. 74–82
Museums in Taiwan have developed various digital archives, but few people have visited these digital archives. Therefore, this study designed a digital archaeology game for high school students to play. Based on the concept of “learning for playing” ...
Language: English
Topics: Museums
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Gender Differences in Social Cognitive Learning at a Technological Project Design
Jon-Chao Hong; Ming-Yueh Hwang; Wan-Tzu Wong; Hung-Chang Lin; Che-Ming Yau
International Journal of Technology and Design Education Vol. 22, No. 4 (November 2012) pp. 451–472
This study aims to investigate the differences between male and female students in technology project design. The major gender differences discussed in this study include the problem discovering and solving abilities, maneuverability, and inquiry...
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The Role of Pre-Game Learning Attitude in the Prediction to Competitive Anxiety, Perceived Utility of Pre-Game Learning of Game, and Gameplay Interest
Jon-Chao Hong; Ming-Yueh Hwang; Yeu-Ting Liu; Pei-Hsin Lin; Yi-Ling Chen
Interactive Learning Environments Vol. 24, No. 1 (2016) pp. 239–251
Educational games can be viewed in two ways, "learning to play" or "playing to learn." The Chinese Idiom String Up Game was specifically designed to examine the effect of "learning to play" on the interrelatedness of...
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Playfulness-Based Design in Educational Games: A Perspective on an Evolutionary Contest Game
Jon-Chao Hong; Ming-Yueh Hwang; Chin-Hsieh Lu; Ching-Ling Cheng; Yu-Chen Lee; Chan-Li Lin
Interactive Learning Environments Vol. 17, No. 1 (March 2009) pp. 15–35
Playfulness steering is an emerging approach in educational game design and play. The integration of arithmetical computation, game strategy, and teamwork into one game allows players to interactively "steer" the playfulness and enhance learning. In ...
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Effect of Self-Worth and Parenting Style on the Planned Behavior in an Online Moral Game
Jon-Chao Hong; Ming-Yueh Hwang; Chun-Kai Wang; Tsui-Fang Hsu; Yu-Ju Chen; Chiung-Hua Chan
Turkish Online Journal of Educational Technology - TOJET Vol. 10, No. 2 (April 2011) pp. 82–90
This idea of integrating moral education to digital gaming platform had been discussed since digital and online approaches were used in teaching. Online interactive instruction was one of moral teaching forms to assist moral instruction. However,...
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Self-Efficacy Relevant to Competitive Anxiety and Gameplay Interest in the One-on-One Competition Setting
Jon-Chao Hong; Ming-Yueh Hwang; Kai-Hsin Tai; Pei-Chun Lin
Educational Technology Research and Development Vol. 63, No. 5 (2015) pp. 791–807
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this...
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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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Integrating a Moral Reasoning Game in a Blended Learning Setting: Effects on Students' Interest and Performance
Jon-Chao Hong; Ming-Yueh Hwang; Nien-Chen Wu; Ying-Luan Huang; Pei-Hsin Lin; Yi-Ling Chen
Interactive Learning Environments Vol. 24, No. 3 (2016) pp. 572–589
A new approach to moral education using blended learning has been developed. This approach involves 10 scenarios that are designed as a web-based game and serves as a basis for group moral-consequence-based reasoning, which is developed based on a...
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The Relations between Students' Anxiety and Interest in Playing an Online Game
Jon-Chao Hong; Ming-Yueh Hwang; Tsui-Fang Hsu; Yu-Ju Chen
Turkish Online Journal of Educational Technology - TOJET Vol. 11, No. 2 (April 2012) pp. 255–263
In this modern and technologically dependent society, people seek to improve human performance, get higher productivity and increase user satisfaction with technologies. In Chinese society, Chinese Idiom learning plays an important role in...
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The Innovativeness and Self-Efficacy Predict the Acceptance of Using iPad2 as a Green Behavior by the Government's Top Administrators
Jon-Chao Hong; Ming-Yueh Hwang; Tzu-Yun Ting; Kai-Hsin Tai; Chih-Chin Lee
Turkish Online Journal of Educational Technology - TOJET Vol. 12, No. 2 (April 2013) pp. 313–320
Apple released the first iPad in 2010, and since then various operating systems have emerged. Many corporations have adopted the use of tablets in efforts toward organizational innovation. Innovation is the motivation for organizations to move...