Search results for author:"Yu-Tzu Lin"
Total records matched: 16 Search took: 0.118 secs
Assessment of Computational Thinking Skill among High School and Vocational School Students in Taiwan
EdMedia: World Conference on Educational Media and Technology 2014 (Jun 23, 2014) pp. 173–180
In a world where every work field either involves or influenced by computing, computation thinking becomes an important skill for the 21st century students. In this study, a quantitative study is carried out to determine Taiwan high school and...
EURASIA Journal of Mathematics, Science & Technology Education Vol. 13, No. 4 (2017) pp. 1045–1058
This research explored how different models of Web-based dynamic assessment in remedial teaching improved junior high school student learning achievement and their misconceptions about the topic of "Weather and Climate." This research...
EdMedia: World Conference on Educational Media and Technology 2016 (Jun 28, 2016) pp. 1183–1188
This study intends to study the design and development of programming instruction with misconception diagnosis and correction, and its effectiveness on students’ programming learning. We have implemented a programming learning platform with...
Topics: Teaching/Learning Strategies
The Use of Wiki in Teaching Programming: Effects Upon Achievement, Attitudes, and Collaborative Programming Behaviors
International Journal of Distance Education Technologies Vol. 16, No. 3 (July 2018) pp. 18–45
This article explores the feasibility of employing cooperative program editing tools in teaching programming. A quasi-experimental study was conducted, in which the experimental group co-edited the programs with peers using the wiki. The control...
Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters
Computers & Education Vol. 86, No. 1 (August 2015) pp. 18–29
Video games possess many unique features that facilitate learning. Meanwhile, teaching about evolution is never an easy task due to the existence of some barriers to its learning.
EdMedia: World Conference on Educational Media and Technology 2016 (Jun 28, 2016) pp. 1294–1298
The study probes into the effectiveness of programming instruction by using live-coding videos and to understand how the learning behavior of students on the live-coding programming learning platform designed affects their programming performance...
Topics: Teaching/Learning Strategies
Interactive Technology and Smart Education Vol. 7, No. 3 (2010) pp. 131–153
Purpose: The purpose of this paper is to propose an indexing and teaching focus mining system for lecture videos recorded in an unconstrained environment. Design/methodology/approach: By applying the proposed algorithms in this paper, the slide...
“Creating a LEGO Robot as My Experiment Assistant”: The Application of LEGO Mindstorms NXT in Elementary Science Education
World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2010 (Oct 18, 2010) pp. 1977–1982
LEGO Mindstorms NXT has been popularly used in programming classes and has been seen as a useful teaching aid. However, few studies so far have focused on the effectiveness of Mindstorms NXT in science education. Therefore, this study proposes a...
EdMedia: World Conference on Educational Media and Technology 2016 (Jun 28, 2016) pp. 1314–1319
This research intends to study the design and development of 3D-printing-based instructional methodology for the living technology course, and its effectiveness on students’ technological creativity. The instructional method was designed based on...
Exploring the Peer Interaction Effects on Learning Achievement in a Social Learning Platform Based on Social Network Analysis
International Journal of Distance Education Technologies Vol. 15, No. 3 (July 2017) pp. 65–85
The benefits of social learning have been recognized by existing research. To explore knowledge distribution in social learning and its effects on learning achievement, we developed a social learning platform and explored students' behaviors of peer ...
Exploring the Effects of Employing Google Docs in Collaborative Concept Mapping on Achievement, Concept Representation, and Attitudes
Interactive Learning Environments Vol. 24, No. 7 (2016) pp. 1552–1573
This study investigated the effectiveness of using Google Docs in collaborative concept mapping (CCM) by comparing it with a paper-and-pencil approach. A quasi-experimental study was conducted in a physics course. The control group drew concept maps ...
World Conference on Educational Media and Technology 2004 (2004) pp. 3387–3392
More opportunities to share in a supportive climate are critical for teachers and faculty expected to be advocates for the advancement of technology in education. Teachers in schools and universities are wise to the usual models of change pressures...
The Effects of Online Discussion Forum Aggressive Messages and Cognitive Distortion on Users' Negative Affect and Aggression
Turkish Online Journal of Educational Technology - TOJET Vol. 11, No. 2 (April 2012) pp. 238–245
This research is comprised of two studies designed to explore the effects of online discussion forum aggressive messages and Internet cognitive distortion on users' negative affect and aggression. The results of study 1 revealed 69 users could...
British Journal of Educational Technology Vol. 45, No. 4 (Jul 23, 2014) pp. 723–747
Critical thinking (CT) and English literacy are two essential 21st century competencies that are a priority for teaching and learning in an increasingly digital learning environment. Taking advantage of innovations in educational technology, this...
Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning
British Journal of Educational Technology Vol. 48, No. 2 (March 2017) pp. 246–263
Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of...
Society for Information Technology & Teacher Education International Conference 2013 (Mar 25, 2013) pp. 2877–2883
This study aims to explore science teachers’ perceptions of educational game design training through game-play and game-analysis. The training attempts to help science teachers experience the game characteristics and inspire their educational game...