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Lin, Chang-Hsin; Shih, Ju-Ling – Educational Technology & Society, 2018
This study reported the group development training results using a digital game-based adventure education course. In the research, six traditional adventure education activities were developed into six digital games that are assembled and practiced in the face-to-face course. The course was designed based on Tuckman's team development model in…
Descriptors: Educational Technology, Technology Uses in Education, Educational Games, Adventure Education
Shih, Ju-Ling; Hsu, Yu-Jen – Educational Technology & Society, 2016
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Descriptors: Adventure Education, Computer Games, Computer Simulation, Questionnaires
Hsu, Wen-Chun; Shih, Ju-Ling – International Journal of Distance Education Technologies, 2016
In this study, to learn the routine of Tantui, a branch of martial arts was taken as an object of research. Fitts' stages of motor learning and augmented reality (AR) were applied to a 3D mobile-assisted learning system for martial arts, which was characterized by free viewing angles. With the new system, learners could rotate the viewing angle of…
Descriptors: Computer Simulation, Simulated Environment, Electronic Learning, Physical Activities
Shih, Ju-Ling; Jheng, Shun-Cian; Tseng, Jia-Jiun – Interactive Learning Environments, 2015
This research attempted to create the historical context of Southern Taiwan in the late nineteenth century based on the martial art novel "Xiao-Mao" (Pussy) by designing a role-play digital game "Taiwan Epic Game" about the war time; in which, Taiwanese history, geography, and culture are presented in an innovative way with…
Descriptors: Foreign Countries, Simulated Environment, Educational Games, History Instruction
Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun – Educational Technology & Society, 2014
In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…
Descriptors: Foreign Countries, Electronic Learning, Computer Games, Educational Games
Shih, Ju-Ling; Ku, David Tawei; Hung, Su-Huan – Journal of Educational Computing Research, 2013
We investigate how the computerized dynamic assessment system improves the learning achievements of vocational high school students studying accounting. Our experiment was conducted under the one-group pretest-posttest design of 34 junior students. The questionnaire results were analyzed to determine student-learning attitudes and reactions toward…
Descriptors: Foreign Countries, Academic Achievement, Student Attitudes, Accounting
Shih, Ju-Ling; Chu, Hui-Chun; Hwang, Gwo-Jen; Kinshuk – British Journal of Educational Technology, 2011
In recent years, digital learning has been converting from e-learning to m-learning because of the significant growth of wireless and mobile computing technologies. Students can learn any time and any where with mobile devices. Consequently, context-aware ubiquitous learning (u-learning) is emerging as a new research area. It integrates wireless,…
Descriptors: Electronic Learning, Teaching Load, Motivation, Student Attitudes
Shih, Ju-Ling; Chuang, Chien-Wen; Hwang, Gwo-Jen – Educational Technology & Society, 2010
This study presents a mobile exploration activity that guides elementary students to learn during a social science activity with digital support from mobile devices and wireless communications. The students are situated in both the real world and the virtual world to extend their learning experiences. The learning activities between the field and…
Descriptors: Foreign Countries, Electronic Learning, Handheld Devices, Grade 5
Liu, Chen-Chung; Chen, Holly S. L.; Shih, Ju-Ling; Huang, Guo-Ting; Liu, Baw-Jhiune – Computers & Education, 2011
Storytelling is an imperative and innovative pathway to enhance learning due to the fact that such activity prompts learners to reflect to construct meaning based on their observations and knowledge. Therefore, to develop and enhance students' storytelling ability has become an important issue for both educators and researchers. Since storytelling…
Descriptors: Concept Mapping, Cognitive Processes, Story Grammar, Story Telling
Chan, Tak-Wai; Looi, Chee-Kit; Chang, Ben; Chen, Wenli; Wong, Lung-Hsiang; Wong, Su Luan; Yu, Fu-Yun; Mason, Jon; Liu, Chen-Chung; Shih, Ju-Ling; Wu, Ying-Tien; Kong, Siu-Cheung; Wu, Longkai; Chien, Tzu-Chao; Liao, Calvin C. Y.; Cheng, Hercy; Chen, Zhi-Hong; Chou, Chih-Yueh – Research and Practice in Technology Enhanced Learning, 2019
The interest-driven creator (IDC) theory is being developed as a group endeavor by Asian researchers to articulate a holistic learning design theory for future education in Asia. The theory hypothesizes that students, driven by "interest", can be engaged in the "creation" of knowledge (generating ideas and artifacts). By…
Descriptors: Student Interests, Creativity, Imitation, Learning Theories
Hwang, Gwo-Jen; Chu, Hui-Chun; Shih, Ju-Ling; Huang, Shu-Hsien; Tsai, Chin-Chung – Educational Technology & Society, 2010
A context-aware ubiquitous learning environment is an authentic learning environment with personalized digital supports. While showing the potential of applying such a learning environment, researchers have also indicated the challenges of providing adaptive and dynamic support to individual students. In this paper, a decision-tree-oriented…
Descriptors: Foreign Countries, Ecology, Natural Sciences, Educational Environment
Shih, Ju-Ling; Shih, Bai-Jiun; Shih, Chun-Chao; Su, Hui-Yu; Chuang, Chien-Wen – Computers & Education, 2010
Since a large variety of digital games have been used in many fields for educational purposes, their real functions in learning have caught much attention as well. This study first defines learning characteristics of problem-solving digital games and their corresponding cognitive levels, then designs and develops a problem-solving game in…
Descriptors: Learning Strategies, Cooperative Learning, Problem Solving, Elementary School Students

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