Search results for author:"Morris Jong"
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Teachers' concerns about adopting constructivist online game-based learning in formal curriculum teaching: The VISOLE experience
Morris S. Y. Jong
British Journal of Educational Technology Vol. 47, No. 4 (July 2016) pp. 601–617
Our work is set against the backdrop of the pervasive discussion of harnessing online games to provide students with new constructivist learning opportunities. Upon the theoretical foundation, we have developed Virtual Interactive Student-Oriented...
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Does Online Game-Based Learning Work in Formal Education at School? A Case Study of VISOLE
Morris S. Y. Jong
Curriculum Journal Vol. 26, No. 2 (2015) pp. 249–267
VISOLE (Virtual Interactive Student-Oriented Environment) is a teacher-facilitated pedagogical approach to integrating constructivist online game-based learning into formal curriculum teaching in school education. This paper reports a case study on...
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Sustaining the adoption of gamified outdoor social enquiry learning in high schools through addressing teachers’ emerging concerns: A 3‐year study
Morris Siu‐yung Jong
British Journal of Educational Technology Vol. 50, No. 3 (May 2019) pp. 1275–1293
Gamified Authentic Mobile Enquiry in Society (GAMES) is a GPS‐supported mobile application for gamifying social enquiry learning in outdoor environments. Teachers are always the “educational innovation gatekeepers” in schools. This paper reports on...
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Understanding the Concerns of Teachers about Leveraging Mobile Technology to Facilitate Outdoor Social Inquiry Learning: The EduVenture Experience
Morris Siu-yung Jong; Chin-Chung Tsai
Interactive Learning Environments Vol. 24, No. 2 (2016) pp. 328–344
Our work is within the context of the ubiquitous discussion about adopting mobile devices to offer school-age students new learner-centric learning opportunities. Leveraging location-based context-aware mobile technology, based on the theoretical...
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Impeding Phenomena Emerging from Students' Constructivist Online Game-Based Learning Process: Implications for the Importance of Teacher Facilitation
Morris Siu-yung Jong; Junjie Shang
Journal of Educational Technology & Society Vol. 18, No. 2 pp. 262–283
"Virtual Interactive Student-Oriented Learning Environment" ("VISOLE") is a pedagogical approach to integrating constructivist online game-based learning (COGBLe) into formal teaching in school education. This paper reports a...
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Demographic Predictors of Social Media Usage among Pre-service Teachers
Wilfred W.F. Lau; Joey C.Y. Hung; Morris S.Y. Jong
EdMedia + Innovate Learning 2016 (Jun 28, 2016) pp. 122–127
Social media usage among university students is increasingly prevalent. For pre-service teachers, understanding of their social media usage has been crucial for researchers and teacher educators alike because it helps inform our design of teacher...
Topics: Country-Specific Developments
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Cross-cultural online communication: Making connections through project-based learning
Mike Keppell; Morris Jong; Harold Tsang; Sue Bennett; Lori Lockyer
World Conference on Educational Media and Technology 2006 (June 2006) pp. 1233–1240
This paper examines a project that encourages cross-cultural communication among teacher-education students through online discussion and project-based learning. An authentic case was presented to eleven students (divided into two groups) who...
Topics: Learning Management Systems, Mentoring, Communication, Students
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Harnessing Computer Games in Education
Morris Jong; Junjie Shang; Fong-Lok Lee; Jimmy Lee
International Journal of Web-Based Learning and Teaching Technologies Vol. 3, No. 3 (July 2008) pp. 54–61
Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field...
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Gamifying and Mobilising Social Enquiry-Based Learning in Authentic Outdoor Environments
Morris Siu-Yung Jong; To Chan; Ming-Tak Hue; Vincent W. L. Tam
Journal of Educational Technology & Society Vol. 21, No. 4 (2018) pp. 277–292
There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance the current learning and teaching practices in school education. Leveraging the context-aware mobile technology and student...
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Gamifying Outdoor Social Inquiry Learning with Context-Aware Technology
Morris Siu-Yung Jong; Tom Chan; Vincent Tam; Ming-Tak Hue
International Association for Development of the Information Society (IADIS) International Conference on Educational Technologies 2017 (2017)
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of...