Search results for author:"Yu-Ling Lin"
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Computers & Education Vol. 58, No. 4 (May 2012) pp. 1160–1170
Business simulation games (BSGs) enable students to practice making decisions in a virtual environment, accumulate experience in application of strategies, and train themselves in modes of decision-making. This study examines the value sought by...
World Conference on Educational Media and Technology 2009 (Jun 22, 2009) pp. 1250–1254
Collaborative problems solving has been suggested as a way of improving students’ statistics learning. However, it needs an effective computer-supported collaborative learning approach and its associated computer-mediated learning environment in...
Society for Information Technology & Teacher Education International Conference 2003 (2003) pp. 2925–2926
Most educational software in mathematics still focus on the traditional "drill and practice" approach and seldom incorporate any strategies into the instructional programs. This demonstration will present the process of designing and developing a...
An Approach to Encouraging and Evaluating Learner's Knowledge Contribution in Web-Based Collaborative Learning
Journal of Educational Computing Research Vol. 47, No. 2 (2012) pp. 107–135
Although previous research has demonstrated learning benefits for both instructors and students in the web-based collaborative learning environments, one of them major difficulties is the lack of a practical approach to assist teachers in evaluating ...
Educational Technology & Society Vol. 15, No. 2 (2012) pp. 206–219
Educational affordances are worthy of being explored because the affordances of Information and Communication Technologies (ICT) provide the pedagogical effects for promoting cognitive acceleration, increasing the self-management of students,...
Journal of Educational Technology & Society Vol. 17, No. 4 pp. 289–301
This study investigated how the different discussion approaches in Facebook influenced students' scientific knowledge acquisition and the nature of science (NOS) views. Two eighth- and two ninth-grade classes in a Taiwanese junior high school...
Educational Technology & Society Vol. 13, No. 1 (2010) pp. 220–235
To increase the interoperability and reusability of learning objects, Advanced Distributed Learning Initiative developed a model called Content Aggregation Model (CAM) to describe learning objects and express relationships between learning objects....
"iRobiQ": The Influence of Bidirectional Interaction on Kindergarteners' Reading Motivation, Literacy, and Behavior
Interactive Learning Environments Vol. 23, No. 3 (2015) pp. 269–292
This study focused on an intelligent robot which was viewed as a language teaching/learning tool to improve children's reading ability, reading interest, and learning behavior. The iRobiQ, with its multimedia contents, was employed to encourage...
USABILITY TESTING OF JAPANESE CAPTIONS SEGMENTATION SYSTEM TO SCAFFOLD BEGINNERS TO COMPREHEND JAPANESE VIDEOS
International Journal of Cyber Society and Education Vol. 6, No. 1 (Jun 30, 2013) pp. 1–14
A major learning difficulty of Japanese foreign language (JFL) learners is the complex composition of two syllabaries, hiragana and katakana, and kanji characters adopted from logographic Chinese ones. As the number of Japanese language learners...
Society for Information Technology & Teacher Education International Conference 2004 (2004) pp. 4464–4467
This study investigated the effects of personalized computer-based instruction (CBI) on the achievement and attitudes concerning arithmetic problems and two-step mathematics word problems of 104 middle school American students from a predominately...
Behaviour & Information Technology Vol. 30, No. 6 (2011) pp. 797–808
To investigate the most efficient way to represent text in reading Chinese on computer displays, three typographic variables, character size (41[feet] arc/24 pixels and 60[feet] arc/32 pixels), character spacing (1/4 and 1/8 character width) and...
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 ...