Search results for author:"Wei-Hsuan Chen"
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Students’ perspectives on e-portfolio development and implementation: A case study in Taiwanese higher education
Australasian Journal of Educational Technology Vol. 31, No. 6 (Dec 24, 2015)
This study explores students’ perceptions related to the implementation of e-portfolios in the context of Taiwanese higher education. Thirty Taiwanese university students were interviewed, and data analysis includes 14 interviewees’ e-portfolios and ...
International Journal of Distance Education Technologies Vol. 11, No. 4 (2013) pp. 17–29
This study aims to discuss whether game-based learning with the integration of games and digital learning could enhance not only the flow experience in learning but achieve the same flow experience in pure games. In addition, the authors discovered...
Society for Information Technology & Teacher Education International Conference 2005 (2005) pp. 2404–2406
This paper reported on the findings of a study conducted on a college level audience, testing their memory abilities by comparing results of students' manors of studying. A class of twenty five students was tested based on their studies from two...
Society for Information Technology & Teacher Education International Conference 2005 (2005) pp. 3954–3957
The rapid development of emerging technologies in the past few years has changed the way people learn. It is important for us to re-scrutinize the influence of computer-based video games in today's education, especially on young children. An...
Reflexive Tourism Supply Chain Management: Sustainability in Higher Education in the Asia-Pacific Context
International Journal of Technology and Educational Marketing Vol. 7, No. 2 (July 2017) pp. 1–16
This article is on the practical framework of reflexive tourism supply chain management as it is proposed for enhancing students' understanding of sustainability. The practical framework consists of three phases through a case study examination of a ...
Interactive Learning Environments Vol. 26, No. 8 (2018) pp. 1074–1089
The purpose of this study is to explore the validity of the assessment tool. The purposive sampling method is applied in this research on a total of 551 preschool children between 4 and 6 years old. Their ages range from 46 to 81 months, with an...
Chi-Wei Lee; Jalin K. Huang; Chao-Ming Wang; Hsuan-Ching Chen; Pei-Chuan Lee; Mei-Jing Huang; Chih-Ning Chin
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 1422–1427
Interactive digital storytelling is an integrated environment with multimedia display of story contents as well as interaction with the users. Modern interactive technology such as tangible user interface has made storytelling more attractive,...
A Novel Analog Integrated Circuit Design Course Covering Design, Layout, and Resulting Chip Measurement
Wei-Liang Lin; Wang-Chuan Cheng; Chen-Hao Wu; Hai-Ming Wu; Chang-Yu Wu; Kuan-Hsuan Ho; Chueh-An Chan
IEEE Transactions on Education Vol. 53, No. 2 (May 2010) pp. 282–287
This work describes a novel, first-year graduate-level analog integrated circuit (IC) design course. The course teaches students analog circuit design; an external manufacturer then produces their designs in three different silicon chips. The...
Chi-Wei Lee; Jalin K. Huang; Wen-Shou Chou; Hsiang-Hao Sun; Tzu-Yang Yeh; Mei-Jing Huang; Hsuan-Ching Chen
World Conference on Educational Media and Technology 2008 (Jun 30, 2008) pp. 1548–1553
According to the design principles of tangible user interfaces, we developed a geometry learning game with a tangible user interface. The purpose of the game is to identify the geometric objects shown on screen and answer it with matching physical...