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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
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Hong, Jon-Chao; Hwang, Ming-Yueh; Szeto, Elson; Tai, Kai-Hsin; Tsai, Chi-Ruei – International Journal of Science and Mathematics Education, 2021
The scientist-practitioner gap refers to the phenomenon of individuals with a scientific background exhibiting non-scientific beliefs. Informed by the social-cognitive process model, this study aimed to develop a more coherent understanding of how such non-scientific beliefs can be predicted by individuals' cognitive flexibility mediated by their…
Descriptors: Undergraduate Students, Scientific Literacy, Scientists, Scientific Attitudes
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Hong, Jon-Chao; Hwang, Ming-Yueh; Tai, Kai-Hsin; Ye, Jian-Hong – Interactive Learning Environments, 2022
Insect phobia may last for a lifetime and needs to be overcome. This study aimed to design an application, Insect Garden, for students to learn about and experience how to raise four types of insect: Giant Asian Mantis, Japanese Rhinoceros Beetle, Formosan Stag Beetle, and Seven-Spotted Ladybug. It also investigated how the players'…
Descriptors: Grade 8, Middle School Students, Entomology, Extraversion Introversion
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Hong, Jon-Chao; Hwang, Ming-Yueh; Liu, Yi-Hsuan; Tai, Kai-Hsin – Computer Assisted Language Learning, 2022
Different types of gamification can be advantageous to enhancing students' learning. In contrast to the extant gamification literature focusing on designing reward systems and/or facilitating teachers' gamification of learning contents, this study focuses on the gamifying of learning content by students. To verify the efficacy of gamification as a…
Descriptors: Gamification, Grammar, English (Second Language), Second Language Learning