Search results for author:"Shao Chen Chang"
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Effects of a peer competition-based mobile learning approach on students' affective domain exhibition in social studies courses
British Journal of Educational Technology Vol. 47, No. 6 (November 2016) pp. 1217–1231
One of the important and challenging objectives of social studies courses is to promote students' affective domain exhibition, including learning interest, positive attitudes and local culture identity. In this paper, a location-aware mobile...
Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions
Computers & Education Vol. 125, No. 1 (October 2018) pp. 226–239
In recent years, flipped learning has received increasing emphasis; it engages students in deriving basic knowledge through instructional videos before the class, and hence more time is available for practicing, applying knowledge, or student...
Developing an Educational Computer Game for Migratory Bird Identification Based on a Two-Tier Test Approach
Educational Technology Research and Development Vol. 62, No. 2 (April 2014) pp. 147–161
Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their...
How to learn and how to teach computational thinking: Suggestions based on a review of the literature
Computers & Education Vol. 126, No. 1 (November 2018) pp. 296–310
Computational Thinking (CT) is seen as an important competence that is required in order to adapt to the future. However, educators, especially K-12 teachers and researchers, have not clearly identified how to teach it. In this study, a meta-review...
Journal of Educational Technology & Society Vol. 21, No. 2 (2018) pp. 305–321
This study employed an eye-tracking machine to record the process of peer assessment. Each web page was divided into several regions of interest (ROIs) based on the frame design and content. A total of 49 undergraduate students with a visual...
Effects of Integrating an Active Learning-Promoting Mechanism into Location-Based Real-World Learning Environments on Students' Learning Performances and Behaviors
Educational Technology Research and Development Vol. 66, No. 2 (2018) pp. 451–474
Engaging students in real-world learning contexts has been identified by educators as being an important way of helping them learn to apply what they have learned from textbooks to practical problems. The advancements in mobile and image-processing...
A Microworld-Based Role-Playing Game Development Approach to Engaging Students in Interactive, Enjoyable, and Effective Mathematics Learning
Interactive Learning Environments Vol. 26, No. 3 (2018) pp. 411–423
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without...
Effects of the use of interactive E‐books by intensive care unit patients' family members: Anxiety, learning performances and perceptions
British Journal of Educational Technology Vol. 50, No. 2 (March 2019) pp. 888–901
In an intensive care unit (ICU), patients' families play a very important role; however, they often lack medical knowledge and are extremely anxious, which could affect their ability to take care of the patients. The effects of giving conventional...
Content Analysis of 1998-2012 Empirical Studies in Science Reading Using a Self-Regulated Learning Lens
International Journal of Science and Mathematics Education Vol. 14, No. 1 (2016)
There is an increasing interest in conducting reading-related studies in science education using a self-regulated learning (SRL) lens. This exploration involved a content analysis of 34 articles (38 studies in total) in highly regarded journals from ...