教師著作
Permanent URI for this collectionhttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/31267
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Item A Pilot Study of Comparing the Effectiveness in Game-based and Web-based Learning. Workshop on Fun and Learning: Should Educational Games and Toys be Serious?(2007/11/5-8) Tsai, F. H.; Yu, K. C.; Hsiao, H. S.Item Fostering Technological Creativity through Design/Problem Solving Approach in Online Environment.(2007-06-01) Hsiao, H. S.; Yu, K. C.Item Designing Constructivist Learning Environment in Online Game.(2007/3/26-28) Tsai, F. H.; Yu, K. C.; Hsiao, H. S.To date, online games have increasingly become the dominant form of computer games particularly for children and adolescents. From the educational point of view, online games almost possess the key features of a constructivist learning environment. In this paper we present an online game-based learning model for designing constructivist learning environment and propose an instance to illustrate how to implement it.Item Exploring the Factors Influencing Learning Effectiveness in Digital Game-based Learning.(2012-01-01) Tsai, F. H.; Yu, K. C.; Hsiao, H. S.This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students’ knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and Huberman’s (1994) suggested procedure to analyze qualitative data and find the patterns across cases. Based on the analysis of the case-ordered predictor-outcome matrix and diverse evidence including qualitative and quantitative data, a casual map and a decision tree were constructed to explain why differences in the effectiveness of knowledge acquisition existed among the study participants. It was found that many factors interactively influence students’ effectiveness of knowledge acquisition in DGBL. Students’ learning motivation, learning ability, and playing skill could be key factors that collectively influence the effectiveness of knowledge acquisition in DGBL. Also, students’ learning motivation, learning ability, and playing skill were affected by their playing motivation, prior knowledge, as well as online game experience respectively. The results of this study may help teachers consider how effectively utilizing an educational game for enhancing students’ learning effectiveness in DGBL.Item Using Instructional Strategy of Web-based Games to Improve Technological Creativity.(2004-08-01) Hsiao, H. S.; Wu, C. H.; Yu, K. C.Item The Implementation and Evaluation of Educational online gaming system.(2005/6/27-30) Yu, K. C.; Hsiao, H. S.; Tsai, F.H.Item Using Cognitive Affective Interaction Model to Construct On-line Game for Creativity.(2006-01-01) Hsiao, H. S.; Wong, K. H.; Wang, M. J.; Yu, K. C.; Chang, K. E.; Sung, Y. T.The paper constructed an online game for Creativity. The development of the game is based on the Cognitive Affective Interaction Model that was designed to help students develop the skills for divergent and creative thinking. First, we proposed a framework for designing creativity games. Then, an online game system is constructed with the strategies of teaching for creativity. We proved that the creativity of the learners can be improved by the proposed game-based learning system. Conclusively, game-based learning creates a new opportunity for creativity.Item Using Instructional Strategy of Web-based Games to Improve Technological Creativity.(2004-01-01) Hsiao, H. S.; Wu, C. H.; Yu, K. C.Item A study of student’s concept learning performances and misconception in the MST integrated curriculum(Japan: Aichiniversity of Education., 2009-01-01) Lin, K. Y.; Yu, K. C.Item Course-taking patterns of vocational teacher education baccalaureate degree recipients: Teacher preparation, general education, and teaching content area studies(Berkeley:ational� Center or Research in Vocational Education,niversity� of aliforniat� Berkeley., 1992-01-01) Finch, C. R.; Schmidt, B. J.; Oliver, J. D.; Yu, K. C.; Wills, A.This study focused on the course-taking patterns of voca tional teacher education baccalaureate degree recipients. Twenty-two universities and colleges preparing vocational education teachers provided researchers with transcripts for graduates of six vocational teacher education areas. Transcripts were analyzed based on a 141-field coding scheme. The status information provided, together with information from other sources, can assist teacher educators, administrators, and policymakers in determining what the optimum mix of coursework and experience should be for vocational teacher education programs at their institutions.