教師著作
Permanent URI for this collectionhttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/31275
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Item The anxiety, cognitive load affect technology acceptance and performances on an online synchronous competing game(2011-05-31) Hwang, M. Y.; Hong, J. C.; Cheng, H. Y.; Sung, S. M.Item Applying the technology acceptance model in a study of the factors affecting usage of the Taiwan digital archives system(ELSEVIER, 2011-11-01) Hong, J. C.; Hwang, M.Y.; Hsu, H.F.; Wong, W. T.; Chen, M. Y.The rapid development of information and communication technology and the popularization of the Internet have given a boost to digitization technologies. Since 2001, The National Science Council (NSC) of Taiwan has invested a large amount of funding in the National Digital Archives Program (NDAP) to develop digital content. Some studies have indicated that most respondents had no confidence in particular digital archive websites. Thus, with the Technology Acceptance Model (TAM) as a theoretical basis, the focus of the present study was to identify the factors influencing usage. Extension of the roles of perceived playfulness and interface design was also explored to identify the reasons that digital archives might not be accepted by some users. The present study used a random sampling method to distribute questionnaires to digital archive users via e-mail. The Structural Equation Modeling (SEM) method was used to verify the appropriateness of the study model and whether the hypotheses were confirmed. Study results indicated that the “interface design” is an important factor that influences people to use the digital archives, and that it is separate from the “human factor” and the “human–computer interface” (HCI). Moreover, the results showed that HCI had a significant impact on the “perceived ease of use” and on “usage intentions.” However, the human factor interface showed a significant impact only on “perceived ease of use.” With respect to the hypotheses regarding “usage intentions,” the “perceived usefulness,” “perceived ease of use,” “attitude,” and “perceived playfulness” were not related to “usage intentions.” Therefore, it is necessary to consider the quality of interface design in the development of digital archives in order to promote usage.Item Assessing the educational values of digital games(John Wiley & Sons Ltd, 2009-10-01) Hong, J. C.; Hwang, M.Y.; Cheng, C. L.; Lee, C. K.; Chang, S. Y.In recent years, digital games have assumed an important place in the lives of children and adolescents. Effective content design is crucial to the success of digital game-based learning. Therefore, the tool for assessing the effectiveness of game design is accordingly very important for parents and teachers, so that they may encourage or discourage students to play. The purpose of this study is to develop an assessment tool to examine the educational values of digital games. In the first phase of this research, the research team developed the indices for assessing the educational values of digital games. An expert panel consisting of game scholars and professional game designers was established to construct the indices for evaluating digital games in three focus group discussions. Seventy-four game evaluation indices were sorted into seven categories: mentality change, emotional fulfilment, knowledge enhancement, thinking skill development, interpersonal skill development, spatial ability development and bodily coordination. In the second phase of the research, the game designers were asked to assess certain games by using the 74 indices. Meanwhile, the game scholars were also asked to evaluate the same pool of games by the same indices. The assessments by both the scholars and designers were then compared and the similarities were found. This research provided a preliminary framework for future game designers, parents and teachers in assessing educational values of digital games.Item Gender differences in social cognitive learning at a technological project design(Springer Netherlands, 2010-12-01) Hong, J. C.; Hwang, M. Y.; Wong, W. Z.; Lin, H. C.; Yau, C. M.This study aims to investigate the differences between male and female students in technology project design. The major gender differences discussed in this study include the problem discovering and solving abilities, maneuverability, and inquiry attitude among middle grade students. In the project design, students were required to design and complete a wooden robot with limited materials in a restricted timeframe. Data was collected through field study during the project making. The results of this study indicated that some differences existed between male and female students. For example, power tool manupulation was more appealing to boys than girls. On the other hand, girls were better at resource management than boys. Through social learning, female students have an overtime improvement. Pedagogical considerations are suggested to strengthen gender-specific problem solving skills, so that all students can realize their design potential.Item The Learning Effectiveness of a Blended and Embodied Interactive Video Game for Kindergarten Students(2011-01-01) Hong, J. C.; Tsai, C. M.; Ho, Y. C.; Hwang, M. Y.; Wu, C. C.Item Promoting education games in elementary schools(2008-03-29) Hong, J. C.; Hwang, Ming-YuehItem A study of cognitive load and competitive anxiety in comparing sequential to synchronous contest: based on the analysis of TAM(2011-08-10) Hwang, M. Y.; Hong, J. C.; Cheng, H. Y.; Sung, S. M.Item 國小行政人員感知到職前訓練與工作需求的能力落差之研究(2009-09-01) Hong, J. C.; Hwang, M. Y.; Sheu, L. C.; Lee, C. K.本研究旨在探討行政人員之教育訓練是否能培訓其校園行政管理的知識與技能,以應付當前學校行政的工作需求。在研究中,共有1,872位國小行政人員接受問卷調查,該問卷共計有44題,分為六大類,藉此來瞭解行政主管對能力落差的看法。此樣本包括來自全國的國小校長、主任及組長級行政人員,問卷回收率達43.59%,計有816 份進行分析處理。研究結果發現,這些行政人員對問卷中六類能力落差的感受多偏於中低程度,而這些學校創新管理的能力中,心智能力是最被注重,而專業能力是最少被提及