Search results for author:"Min Liu"
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World Conference on Educational Media and Technology 2006 (June 2006) pp. 2505–2512
This study investigated middle school students' learning of project design skills and sought to understand what needed to be considered as students worked as multimedia designers. Both quantitative (project design questionnaire, concept mapping,...
Student and teacher attitudes toward the use of television in learning and teaching English as a foreign/second language in a college in Taiwan
Student and teacher attitudes toward the use of television in learning and teaching English as a foreign@/second@language in a college in Taiwan (2004) pp. 1–179
The purpose of this study was to explore English teachers' and learners' attitudes toward the use of television in language instruction. Two self-report questionnaires, a Teacher Survey and a Student Questionnaire, were administered to twenty-two...
World Conference on Educational Media and Technology 2006 (June 2006) pp. 627–634
This paper aims to review the existing literature on various emotions incorporated into usability and design. As technology evolves rapidly today, users of technology products and interactive computing systems are no longer only pleased at the...
World Conference on Educational Media and Technology 2006 (June 2006) pp. 2364–2368
Video games have emerged as the most frequently used interactive media among children (Kirriemuir & McFarlane, 2003). However, efforts made to create educational games were generally not very successful. New models are needed integrate the effective ...
Designing Interactive Multimedia to Promote Cultural Awareness Among Middle School Social Studies Students
Lucas Horton; Min Liu; Damien Brockmann; Hyeseung Chang; Ivonne Gibbs; Shih-Ting Lee; Tomoko Traphagan
World Conference on Educational Media and Technology 2006 (June 2006) pp. 2829–2834
This presentation describes the development of an interactive multimedia learning environment called Not Just Sushi to support inquiry-based learning in sixth grade Social Studies classrooms. The goals of the project are to enhance appreciation...
Using a Web Enhanced, Inquiry-Based Learning Module to Increase Cultural Awareness Among Middle School Students
World Conference on Educational Media and Technology 2006 (June 2006) pp. 1408–1415
The challenges of teaching cultural issues about East Asian countries include 1) lack of visually enriched materials available, and 2) lack of sufficient knowledge by the teachers. Given the current trend towards a global economy, there is an...
Middle School Focus: Examining the Interplay between Middle School Students Achievement Goals and Self-Efficacy in a Technology-Enhanced Learning Environment
American Secondary Education Vol. 36, No. 3 (2008) pp. 33–50
Researchers have suggested that self-efficacy and goal orientation are context specific variables. However, few researchers have addressed these variables in technology-enhanced learning environments. This study examined changes in 549 middle school ...
British Journal of Educational Technology Vol. 48, No. 3 (May 2017) pp. 878–896
Teachers often use in-class questions to examine the level of understanding of their students, while these also enable students to reorganize their acquired knowledge. However, previous studies have shown that students may resist being questioned...
Language Learning Vol. 61, No. 4 (December 2011) pp. 1119–1141
Learning the Chinese tone system is a major challenge to students of Chinese as a second or foreign language. Part of the problem is that the spoken Chinese syllable presents a complex perceptual input that overlaps tone with segments. This...
Journal of Educational Technology Systems Vol. 36, No. 2 (2008) pp. 203–218
As technology evolves rapidly, users of technology products and interactive computing systems are no longer only satisfied with the levels of product efficiency and effectiveness. Users are also looking for emotional satisfaction from using and...
Understanding the Effects of Databases as Cognitive Tools in a Problem-Based Multimedia Learning Environment
Journal of Interactive Learning Research Vol. 18, No. 3 (July 2007) pp. 345–363
The purpose of this study is to examine the potential of using computer databases as cognitive tools to share learners' cognitive load and facilitate learning in a multimedia problem-based learning (PBL) environment designed for sixth graders. Two...
A cognitive model of how interactive multimedia authoring facilitates conceptual understanding of object-oriented programming in novices
Journal of Interactive Learning Research Vol. 22, No. 3 (July 2011) pp. 329–356
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices’ cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the...
Journal of Interactive Learning Research Vol. 13, No. 4 (2002) pp. 311–337
Engaging students as multimedia designers extends multimedia authoring by placing students in a designer's position. Instead of merely learning the technical skills and creating a project, the designers need to consider such issues as the needs of...
Mobile Learning and English Language Learners: A Case Study of Using iPod Touch As a Teaching and Learning Tool
Journal of Interactive Learning Research Vol. 25, No. 3 (July 2014) pp. 373–403
"** Invited as a paper from SITE 2012 **" Educators have become increasingly interested in the learning benefits that mobile technology can provide to students in and out of classrooms. While there is considerable enthusiasm for using mobile...
Middle School Students’ Self-Efficacy, Attitudes, and Achievement in a Computer-Enhanced Problem-Based Learning Environment
Journal of Interactive Learning Research Vol. 17, No. 3 (July 2006) pp. 225–242
This study examined the effect of a computer-enhanced problem-based learning (PBL) environment on middle school students' learning, investigating the relationship among students' self-efficacy, attitude toward science, and achievement. As Bandura...
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...
Applying adaptive swarm intelligence technology with structuration in web-based collaborative learning
Computers & Education Vol. 52, No. 4 (May 2009) pp. 789–799
One of the key challenges in the promotion of web-based learning is the development of effective collaborative learning environments. We posit that the structuration process strongly influences the effectiveness of technology used in web-based...
Computers & Education Vol. 56, No. 1 (January 2011) pp. 300–311
This study examined the impact of animation interactivity on novices’ learning of introductory statistics. The interactive animation program used in this study was created with Adobe Flash following Mayer’s multimedia design principles as well as...
The design and implementation of a meaningful learning-based evaluation method for ubiquitous learning
Computers & Education Vol. 57, No. 4 (December 2011) pp. 2291–2302
If ubiquitous learning (u-learning) is to be effectively developed and feasibly applied to education, it is necessary to evaluate its effectiveness. Yet to achieve a sound evaluation, a particular paradigm must be employed to fit the problem domain. ...
International Journal of Emerging Technologies in Learning (iJET) Vol. 10, No. 6 (Dec 16, 2015) pp. 53–61
In the post WWW era, the research of e-learning focuses on facilitating intelligent and proactive services for learners. The quality of user experience determines whether e-learning services would be accepted by learners. However, many researchers...
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...
The Effect of a Hypermedia Learning Environment on Middle School Students' Motivation, Attitude, and Science Knowledge
Computers in the Schools Vol. 22, No. 3 (Jan 11, 2006) pp. 159–171
This study examined the effect of a hypermedia-enhanced problem-based learning environment in astronomy on sixth-graders' science knowledge, attitude toward learning science, and motivation toward learning. It was found that the students had...
Computers in the Schools Vol. 25, No. 3 (October 2008) pp. 243–258
A Web mashup is an application that combines data and functionality from more than one source. By bringing disparate data together in ways that enable users to do new things or accomplish common tasks with newfound efficiency, mashups are rapidly...
Journal of Educational Computing Research Vol. 19, No. 1 (1998) pp. 27–51
Describes a study that examined whether engaging elementary school students in hypermedia authoring would promote their creative thinking. Highlights include Logo programming language; the Torrance Tests of Creativity Thinking; performance...
The Effect of a "Learner as Multimedia Designer" Environment on At-Risk High School Students' Motivation and Learning of Design Knowledge
Journal of Educational Computing Research Vol. 16, No. 2 (1997) pp. 145–77
Examines the learning benefits of a learner-as-designer environment simulating a real-world multimedia production house and its impact on at-risk high school students. Students showed a significant growth in their value of intrinsic goals and...
Journal of Educational Computing Research Vol. 26, No. 4 (2002) pp. 353–80
Describes a study that examined the potential of a hypermedia-based expert tool to scaffold regular education sixth graders engaged in a problem-based learning program. Topics include cognitive apprenticeship support for problem-based learning;...
Learning a Language with Web 2.0: Exploring the Use of Social Networking Features of Foreign Language Learning Websites
CALICO Journal Vol. 27, No. 2 (January 2010) pp. 233–259
This paper presents the results of an online survey and a usability test performed on three foreign language learning websites that use Web 2.0 technology. The online survey was conducted to gain an understanding of how current users of language...
Computers in Human Behavior Vol. 10, No. 4 (1994) pp. 419–34
Reports on a study that examined different learning strategies used by 63 Field-independent (FI) people and Field-dependent (FD) international college students in a hypermedia assisted language learning setting. Findings that describe the different...
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 315–325
Literature has discussed such benefits of using mobile technology as flexibility, accessibility, interactivity, and motivation and engagement; and indicated mobile technology can provide valuable resources for students in K-12 education and...
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...
Eco-dialogical learning and translanguaging in open-ended 3D virtual learning environments: Where place, time, and objects matter
Australasian Journal of Educational Technology Vol. 33, No. 5 (Oct 31, 2017)
The purpose of this research was to explore the relationships between design, learning, and translanguaging in a 3D collaborative virtual learning environment for adolescent learners of Chinese and English. We designed an open-ended space congruent...
Facilitating learners’ web-based information problem-solving by query expansion-based concept mapping
Australasian Journal of Educational Technology Vol. 30, No. 5 (Nov 03, 2014)
Web-based information problem-solving has been recognised as a critical ability for learners. However, the development of students’ abilities in this area often faces several challenges, such as difficulty in building well-organised knowledge...
The Effects of HyperCard Programming on Teacher Education Students' Problem-Solving Ability and Computer Anxiety
Journal of Research on Computing in Education Vol. 29, No. 3 (1997) pp. 248–62
Describes a study of graduate students that investigated whether a lengthened HyperCard stack treatment could promote problem-solving ability and reduce computer anxiety. The study was based on previous research that compared BASIC programming with...
Journal of Research on Computing in Education Vol. 30, No. 3 (1998) pp. 254–80
A study involving interviews with experienced educational multimedia developers examined multimedia production, professional roles and responsibilities, factors contributing to successful multimedia development, production tips and techniques from...
A Look at the Research on Computer-Based Technology Use in Second Language Learning: A Review of the Literature from 1990-2000
Journal of Research on Computing in Education Vol. 34, No. 3 (2002)
Reviews the literature on computer use in second language and foreign language learning from 1990 to 2000 inclusive under the categories of potentials of computer technology use in specific areas; software for language skills; software design...
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: ...
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...
The Effect of A Problem-Based Hypermedia Learning Environment on Sixth Graders’ Performance and Attitudes
World Conference on Educational Media and Technology 2003 (2003) pp. 842–848
A problem-based hypermedia learning environment for middle school science was examined to understand how it affected the performance and attitudes of students at different ability levels as they used the program. The findings showed that the...
Society for Information Technology & Teacher Education International Conference 1995 (1995) pp. 519–523
Technology has become an essential part of teacher training. Teacher educators face the challenge of how to best prepare tomorrow’s teachers today to deal with the vast amount of information available in today’s society and the rapid advancement in...
An Exploratory Study of How Pre-Kindergarten Children Use the Interactive Multimedia Technology: Implications for Multimedia Software Design
Journal of Computing in Childhood Education Vol. 7, No. 1 (1996) pp. 71–92
Explored responses to interactive multimedia by 3- to 5-year-olds through examination of verbal and facial expressions, use of mouse, body movement, attitudes toward multimedia, and teacher comments. Found great interest in using the technology and...
World Conference on Educational Media and Technology 2002 (2002) p. 1150
Most of us will probably agree that developing cognitive skills is an important goal for education, and is of particular significance for life long learners. It is an area that requires continuous attention and further research. In this presentation,...
Interactive Learning Environments Vol. 11, No. 1 (2003) pp. 23–39
Examines how to design interactive multimedia learning environments to provide necessary support for developing higher level cognitive skills. Describes an approach of engaging learners as multimedia designers using project-based learning and...
World Conference on Educational Media and Technology 2012 (Jun 26, 2012) pp. 2279–2285
Web 2.0 technologies have rapidly become an integral part of the society and influence of Web 2.0 can be felt in all aspects of one’s life - work, school, and play. New Web 2.0 tools, used to create, collaborate, and share, appear daily. But little...
Designing an Online Certification Assessment Program to Evaluate Complex Software Engineering Skills
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2008 (Nov 17, 2008) pp. 1704–1706
Abstract: To assess the competence of software engineers seeking recertification in a software engineering environment, a team of instructional designers, training specialists, and subject matter experts devised an online assessment program that...
World Conference on Educational Media and Technology 2011 (Jun 27, 2011) pp. 2295–2304
This paper reports a study using multiple forms to support teachers’ implementation of a student-centered technology-enhanced program. The multiple forms included a face-to-face professional development workshop, an online discussion forum, and an...
The Effect of a "Learner as Multimedia Designer" Environment on At-Risk High School Students' Motivation and Learning of Design Knowledge
Annual Meeting of the American Educational Research Association 1996 (April 1996)
This paper investigates the effect of engaging students in designing interactive multimedia programs. The design process has been shown to heighten motivation and to develop skills in project management, research, organization and representation,...
World Conference on Educational Media and Technology 2001 (2001) pp. 835–840
Web-based instruction provides a new medium for the presentation of instructional activities. The medium has the capability of addressing individual preferences and styles of learning through its structure and the use of multiple forms of media....
Society for Information Technology & Teacher Education International Conference 2011 (Mar 07, 2011) pp. 2216–2222
Abstract: This paper is a report on the findings of a qualitative pilot study conducted on the potential integration of Mingoville game program for learning English as a foreign language in two primary schools in Nanjing, China. The method adopted...
EdMedia: World Conference on Educational Media and Technology 2003 (2003) pp. 2437–2444
It is important for instructional technology designers and researchers to study and understand how cognitive tools can be built and are used so that they can assist in students' learning. In this study, we examined the use of cognitive tools built...
Educational Technology Research and Development Vol. 53, No. 1 (2005) pp. 5–22
In this study, we examined the use of cognitive tools provided in a problem-based hypermedia learning environment for sixth graders. Purposes were to understand how the built-in tools were used, and if tool use was associated with different problem...