Yuan-Hsun Liao
Biographic Data
| ID | 9715570 |
|---|---|
| NAME | Yuan-Hsun Liao |
| GIVEN NAMES | Yuan-Hsun |
| FAMILY NAME | Liao |
| SIGNATURE | LIAO Y |
| AFFILIATIONS | Tunghai University |
| ORCID | 0000-0002-3810-7685 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Enhancing electronics education in VR
The integration of digital technologies into education has been increasingly explored for its potential to support learning effectiveness. However, students often face distractions, and standardized teaching materials may fail to stimulate interest or motivation. To address these issues, this study aims to transform traditional electronics education content into immersive VR experiences through game-based learning. We developed interactive electr…
Micro
With rising societal interest in the subject areas of science, technology, engineering, art and mathematics (STEAM), a micro:bit robotics course with an online group study (OGS) system was designed to foster student learning anytime and anywhere. OGS enables the development of a learning environment that combines real-world and digital-world resources, and can enhance the effectiveness of learning among students from a remote area. In this pre- a…
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Micro
With rising societal interest in the subject areas of science, technology, engineering, art and mathematics (STEAM), a micro:bit robotics course with an online group study (OGS) system was designed to foster student learning anytime and anywhere. OGS enables the development of a learning environment that combines real-world and digital-world resources, and can enhance the effectiveness of learning among students from a remote area. In this pre- a…
Enhancing electronics education in VR
The integration of digital technologies into education has been increasingly explored for its potential to support learning effectiveness. However, students often face distractions, and standardized teaching materials may fail to stimulate interest or motivation. To address these issues, this study aims to transform traditional electronics education content into immersive VR experiences through game-based learning. We developed interactive electr…
Artificial Intelligence (1 work) · Augmented Reality Applications (1 work) · Computer Science (1 work) · Curriculum (1 work) · Educational Games and Gamification (1 work) · Educational robotics (1 work) · Educational technology (1 work) · Electronic learning (1 work) · Electronics (1 work) · Experiential learning (1 work)