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Hong, Jon-Chao; Hwang, Ming-Yueh; Hsu, Hui-Ting; Tai, Kai-Hsin – Journal of Research on Technology in Education, 2023
Gestalt perception relates to inferring a holistic scene from separate elements. Using this theory, an application game named Gestalt Puzzle was designed for students to play by recognizing a few parts of an image to reason the whole image of a particular object. Cognitive style can be divided into field independence (FI) and field dependence (FD)…
Descriptors: Game Based Learning, Self Efficacy, Anxiety, Cognitive Style
Hong, Jon-Chao; Cao, Wei; Liu, Xiaohong; Tai, Kai-Hsin; Zhao, Li – Journal of Research on Technology in Education, 2023
Due to COVID-19, the primary teaching method has changed from traditional face-to-face teaching to online teaching. The present study explored the correlates between two personality traits, Neuroticism and Extraversion, and two types of self-efficacy, Internet self-efficacy and academic self-efficacy, on practical performance anxiety. Data from…
Descriptors: Personality Traits, Predictor Variables, Internet, Self Efficacy
Hong, Jon-Chao; Liu, Xiaohong; Cao, Wei; Tai, Kai-Hsin; Zhao, Li – Educational Technology & Society, 2022
With the outbreak of COVID-19, more online learning has been adopted for distance learning. However, the effectiveness of online learning for those students engaged in it for the first time has not been discussed. This study aims to investigate perceived ineffectiveness of online learning and its antecedents related to cognitive and affective…
Descriptors: Self Efficacy, Electronic Learning, Psychological Patterns, Instructional Effectiveness
Hong, Jon-Chao; Tsai, Chi-Ruei; Tai, Kai-Hsin – Research in Science & Technological Education, 2023
Background: The linkage between group members' characteristics, group cohesiveness, knowledge application, and competitive performance has rarely been studied. Purpose: This study aimed to explore the correlations among individual characteristics (i.e. prosociality), collective mind (i.e. collective efficacy and cohesiveness), and how these…
Descriptors: Scientific Literacy, Knowledge Level, STEM Education, Art Education
Hong, Jon-Chao; Tai, Kai-Hsin; Ye, Jian-Hong – British Journal of Educational Technology, 2019
This study adapted a Chinese remote-associated game for team competition, and explored the correlates between self-efficacy in Chinese word learning, competitive anxiety, collective self-esteem in gameplay and flow experience. A total of 206 valid data was collected from fifth-grade students. The results of the confirmatory factor analysis and…
Descriptors: Chinese, Self Efficacy, Self Esteem, Anxiety
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Educational Technology Research and Development, 2019
Calibration between judged and actual performance related to cognitive certitude is known as "cognitive certitude of calibration" (CCC). CCC is an essential factor that can affect an individual's calibration behavior related to his/her learning effectiveness mediated by cognitive and affective factors, such as cognitive anxiety, learning…
Descriptors: Cognitive Processes, Behavior, Affective Behavior, Anxiety
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Hsin – Computer Assisted Language Learning, 2017
Students of Southeast Asian Heritage Learning Chinese (SSAHLC) in Taiwan have frequently demonstrated difficulty with traditional Chinese (a graphical character) radical recognition due to their limited exposure to the written language form since childhood. In this study, we designed a Chinese radical learning game (CRLG), which adopted a drill…
Descriptors: Motivation, Electronic Learning, Self Efficacy, Academic Achievement
Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Lin, Pei-Chun – Educational Technology Research and Development, 2015
Individual gameplay interest is affected by numerous factors and a competition setting is also of importance as there are factors that need to be managed. To understand the motivational variables related to an educational game competition, this study explored the interrelatedness between self-efficacy, competitive anxiety, and gameplay interest in…
Descriptors: Self Efficacy, Relevance (Education), Anxiety, Competition
Hong, Jon-Chao; Hwang, Ming-Yueh; Ting, Tzu-Yun; Tai, Kai-Hsin; Lee, Chih-Chin – Turkish Online Journal of Educational Technology - TOJET, 2013
Apple released the first iPad in 2010, and since then various operating systems have emerged. Many corporations have adopted the use of tablets in efforts toward organizational innovation. Innovation is the motivation for organizations to move forward and it is a key in the maintenance of their competitive advantage. The Environmental Protection…
Descriptors: Handheld Devices, Corporations, Innovation, Competition