Kuo-En Chang
Biographic Data
| ID | 6507998 |
|---|---|
| NAME | Kuo-En Chang |
| GIVEN NAMES | Kuo-En |
| FAMILY NAME | Chang |
| SIGNATURE | CHANG K |
| AFFILIATIONS | National Taiwan Normal University |
| ORCID | 0000-0001-5785-1218 |
| VERIFIED | Yes |
| TOTAL WORKS | 16 |
| TOTAL CITATIONS | 6 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2003 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 2 |
Construction and validation of a computerized creativity assessment tool with automated scoring based on deep-learning techniques
Embedding dialog reading into AR picture books
Parent–child reading critically affects children’s learning and development, and dialog reading (DR) is a highly effective strategy for parent–child reading. This study employed the prompt, expand, evaluate, and repeat (PEER) DR strategy to develop a picture book incorporating augmented reality (AR) technology. AR information is extracted from the book using a mobile device to guide children through PEER-based reading. To determine the effectiven…
Effect of embedding a cognitive diagnosis into the adaptive dynamic assessment of spatial geometry learning
To achieve adaptive learning, a dynamic assessment system equipped with a cognitive diagnosis was developed for this study, which adopts a three-stage model of diagnosis-intervention-assessment. To examine how this system influenced spatial geometry learning, the study used a quasi-experimental method to investigate student learning outcomes between different groups. One hundred sixteen junior high school students participating in the experiment …
Augmented reality worksheets in field trip learning
Worksheets are often used during field trips and utilize a learning cycle with three stages (exploration, concept introduction and concept application) to engage learners in the learning activities of observation and exploration. However, traditional paper worksheets do not provide multimedia and interactive presentations with physical objects, which made learners losing interaction with the physical context during field trips and failing to impl…
Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners’ cognitive thinking in history learning. This empirical study conducted an experiment with a quasi-experiment design and the participants were 70 high school fre…
The development of a collaborative problem solving environment that integrates a scaffolding mind tool and simulation-based learning
The development of students’ practical operation and their collaborative problem solving (CPS) ability are emphasized in higher education nowadays. Providing students a simulation learning tool and an social networking environment can improve the students’ learning in CPS activities. This can be a potential learning environment for the students when the automatic scaffolding guidance tools are appropriately given to them. Therefore, the present s…
Electronic storybook design, kindergartners' visual attention, and print awareness
The purpose of this study was to understand children's visual attention during shared storybook reading when the print and picture area sizes are identical, as well as to understand which electronic storybook design is best able to increase children's attention to the print and their print awareness. To this end, we modified the electronic storybook's design, measured children's print awareness, and used an eye-tracker to measure children's visua…
The effects of integrating mobile devices with teaching and learning on students' learning performance
Mixing weight determination for retrieving optical properties of polluted dust with Modis and Aeronet data
In this study, an approach in determining effective mixing weight of soot aggregates from dust–soot aerosols is proposed to improve the accuracy of retrieving properties of polluted dusts by means of satellite remote sensing. Based on a pre-computed database containing several variables (such as wavelength, refractive index, soot mixing weight, surface reflectivity, observation geometries and aerosol optical depth (AOD)), the fan-shaped look-up t…
How effective are mobile devices for language learning? A meta-analysis
The analysis of elementary and high school students' natural and humorous responses patterns in coping with embarrassing situations
This research aims to examine the use of humor in early adolescents for coping with imagined situations. The main issues investigated are the response patterns of participants to requests to answer the imagined questions by taking both general and humorous perspectives. The Interpersonal Coping Questionnaire was used to survey 485 fifth- to eighth- grade elementary school students in Taipei County and Taipei City for their answers to the imagined…
Designing interaction tasks in Second Life for Chinese as a foreign language learners
The aims of this research were to develop guidelines for designing interaction tasks for learners of Chinese as a foreign language (CFL) and to investigate the attitudes of CFL learners toward a full CFL class in Second Life (SL). Three research questions were addressed in this research: (1) what are the attitudes of CFL learners toward the language learning tasks in SL? (2) what kinds of social interactions emerge from learning activities in a C…
CoCAR
In response to the need to cultivate pre-service Chinese as a foreign language (CFL) teachers' information and communication technology (ICT) competency in online synchronous environments, this research adopted a three-stage cyclical model named cooperation-based cognition, action, and reflection (CoCAR). The model was implemented in an 18-week program to prepare pre-service CFL teachers for online synchronous teaching. A qualitative approach was…
Engaging pre-service science teachers to act as active designers of technology integration
Exploring the behavioral patterns of an online knowledge-sharing discussion activity among teachers with problem-solving strategy
Web_soc
A Web/spl I.bar/Soc tutoring system for recursion concept learning is proposed. The system integrates different modes of learning, synchronous and asynchronous, collaborative and individualized, into a World Wide Web (WWW) environment. The paper proposes a collaborative learning protocol. Based on the protocol, the principles of the Socratic dialogue are applied to the collaborative learning of recursion concepts. In order to evaluate the effects…
Web_soc
A Web/spl I.bar/Soc tutoring system for recursion concept learning is proposed. The system integrates different modes of learning, synchronous and asynchronous, collaborative and individualized, into a World Wide Web (WWW) environment. The paper proposes a collaborative learning protocol. Based on the protocol, the principles of the Socratic dialogue are applied to the collaborative learning of recursion concepts. In order to evaluate the effects…
Exploring the behavioral patterns of an online knowledge-sharing discussion activity among teachers with problem-solving strategy
CoCAR
In response to the need to cultivate pre-service Chinese as a foreign language (CFL) teachers' information and communication technology (ICT) competency in online synchronous environments, this research adopted a three-stage cyclical model named cooperation-based cognition, action, and reflection (CoCAR). The model was implemented in an 18-week program to prepare pre-service CFL teachers for online synchronous teaching. A qualitative approach was…
Engaging pre-service science teachers to act as active designers of technology integration
Designing interaction tasks in Second Life for Chinese as a foreign language learners
The aims of this research were to develop guidelines for designing interaction tasks for learners of Chinese as a foreign language (CFL) and to investigate the attitudes of CFL learners toward a full CFL class in Second Life (SL). Three research questions were addressed in this research: (1) what are the attitudes of CFL learners toward the language learning tasks in SL? (2) what kinds of social interactions emerge from learning activities in a C…
The analysis of elementary and high school students' natural and humorous responses patterns in coping with embarrassing situations
This research aims to examine the use of humor in early adolescents for coping with imagined situations. The main issues investigated are the response patterns of participants to requests to answer the imagined questions by taking both general and humorous perspectives. The Interpersonal Coping Questionnaire was used to survey 485 fifth- to eighth- grade elementary school students in Taipei County and Taipei City for their answers to the imagined…
How effective are mobile devices for language learning? A meta-analysis
The effects of integrating mobile devices with teaching and learning on students' learning performance
Mixing weight determination for retrieving optical properties of polluted dust with Modis and Aeronet data
In this study, an approach in determining effective mixing weight of soot aggregates from dust–soot aerosols is proposed to improve the accuracy of retrieving properties of polluted dusts by means of satellite remote sensing. Based on a pre-computed database containing several variables (such as wavelength, refractive index, soot mixing weight, surface reflectivity, observation geometries and aerosol optical depth (AOD)), the fan-shaped look-up t…
Electronic storybook design, kindergartners' visual attention, and print awareness
The purpose of this study was to understand children's visual attention during shared storybook reading when the print and picture area sizes are identical, as well as to understand which electronic storybook design is best able to increase children's attention to the print and their print awareness. To this end, we modified the electronic storybook's design, measured children's print awareness, and used an eye-tracker to measure children's visua…
The development of a collaborative problem solving environment that integrates a scaffolding mind tool and simulation-based learning
The development of students’ practical operation and their collaborative problem solving (CPS) ability are emphasized in higher education nowadays. Providing students a simulation learning tool and an social networking environment can improve the students’ learning in CPS activities. This can be a potential learning environment for the students when the automatic scaffolding guidance tools are appropriately given to them. Therefore, the present s…
Effect of embedding a cognitive diagnosis into the adaptive dynamic assessment of spatial geometry learning
To achieve adaptive learning, a dynamic assessment system equipped with a cognitive diagnosis was developed for this study, which adopts a three-stage model of diagnosis-intervention-assessment. To examine how this system influenced spatial geometry learning, the study used a quasi-experimental method to investigate student learning outcomes between different groups. One hundred sixteen junior high school students participating in the experiment …
Augmented reality worksheets in field trip learning
Worksheets are often used during field trips and utilize a learning cycle with three stages (exploration, concept introduction and concept application) to engage learners in the learning activities of observation and exploration. However, traditional paper worksheets do not provide multimedia and interactive presentations with physical objects, which made learners losing interaction with the physical context during field trips and failing to impl…
Designing cognitive-based game mechanisms for mobile educational games to promote cognitive thinking
This study proposed a cognitive-based game mechanism based on the revised Bloom's taxonomy of cognitive processing dimensions. Moreover, a mobile Chinese history educational game, Void Broken: The Qing Dynasty, was developed based on the cognitive-based game mechanism to promote learners’ cognitive thinking in history learning. This empirical study conducted an experiment with a quasi-experiment design and the participants were 70 high school fre…
Construction and validation of a computerized creativity assessment tool with automated scoring based on deep-learning techniques
Embedding dialog reading into AR picture books
Parent–child reading critically affects children’s learning and development, and dialog reading (DR) is a highly effective strategy for parent–child reading. This study employed the prompt, expand, evaluate, and repeat (PEER) DR strategy to develop a picture book incorporating augmented reality (AR) technology. AR information is extracted from the book using a mobile device to guide children through PEER-based reading. To determine the effectiven…
Computer Science (12 works) · Psychology (12 works) · Mathematics education (8 works) · Innovative Teaching and Learning Methods (6 works) · Artificial Intelligence (5 works) · Cognition (5 works) · Human–computer interaction (4 works) · Online and Blended Learning (4 works) · Developmental psychology (3 works) · Knowledge management (3 works)