J. C. Hong - Academia.edu (original) (raw)
Papers by J. C. Hong
[[abstract]]Creativity thrives on diversity and a plurality of views. Yet, ironically, the most r... more [[abstract]]Creativity thrives on diversity and a plurality of views. Yet, ironically, the most readily available literature on creativity reflects a creativity monoculture, as if there were only one standpoint from which to explore and develop creativity. This is illogical. The explosion in global communications might suggest an increase in the exchange of views and information about creativity. So far, this doesn't seem to have happened. The aim of this internationally authored book is to begin to correct this imbalance. Some if its authors focus solely on creativity in their own country; some demonstrate the influence of different cultural perspectives on how they approach creativity. Others explicitly highlight the differences between Eastern and Western or African and European viewpoints on creativity.
Cross-Cultural Innovation, 2005
Les resultats rapportes dans le present article sont le fruit d'un projet de deux ans parrain... more Les resultats rapportes dans le present article sont le fruit d'un projet de deux ans parraine par le National Science Committee (Taiwan) ayant pour objectif d'etudier le schema d'apprentissage et les types d'erreurs d'un environnement multimedial oriente vers un but de decouverte. Un scenario ainsi que des activites d'apprentissage ont ete crees et introduits sur le programme CAL sous la forme d'un CD ROM. L'analyse quantitative a ete facilitee par l'enregistrement automatique de la situation d'apprentissage de l'apprenant. D'un point de vue qualitatif, les types d'erreurs ont ete obtenus en observant la pensee a haute voix et en appliquant l'analyse de protocole. Comme le rapporte l'etude, l'elaboration du scenario et des activites d'apprentissage est crucial dans ce type d'environnement d'apprentissage multimedial. Les types d'erreurs des apprenants jouent egalement un role important dans le processus...
Journal of Computer Assisted Learning, 2015
To determine the factors of learning effectiveness in English vocabulary learning when using a ca... more To determine the factors of learning effectiveness in English vocabulary learning when using a calibration scheme, this study developed a freshman English mobile device application for iPhone 4 for students with low levels of English proficiency to practise vocabulary in the beginning of their Freshman English course. Data were collected and validated from 243 subjects for confirmatory factor analysis and structural equation modeling. The findings revealed that Internet cognitive failure i.e., trait cognitive disability was positively correlated to Internet cognitive fatigue i.e., state cognitive disability. Both types of Internet cognitive disability were negatively correlated to self-regulation in English vocabulary learning SREVL. SREVL was positively correlated to the degree of learning improvement. The findings implied that the use of a calibration design for mobile English vocabulary learning could benefit students with low levels of Internet cognitive disability but high levels of SREVL.
Journal of Computer Assisted Learning, 2009
In recent years, digital games have assumed an important place in the lives of children and adole... more 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.
Interactive Learning Environments, 2013
ABSTRACT Educational games can be viewed in two ways, “learning to play” or “playing to learn.” T... more ABSTRACT Educational games can be viewed in two ways, “learning to play” or “playing to learn.” The Chinese Idiom String Up Game was specifically designed to examine the effect of “learning to play” on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL). Data from 288 subjects were validated and analyzed using confirmatory factor analysis and structural equation modeling. Results indicated that players' pre-game learning attitude (PGLA) served positively to predict participants' gameplay interest and reflected a higher level of PUPGL of learning gameplay. PGLA was negatively correlated to competitive anxiety but was not significantly associated with players' PUPGL of learning gameplay. These results implied that by enhancing players' willingness to learn before engaging in a competitive game can contribute to increased gameplay interest and reduced competitive anxiety, thereby reinforcing the benefits of educational games.
International Journal of Technology and Design Education, 2011
... Jon-Chao Hong Mei-Yung Chen Ashley Wong Tsui-Fang Hsu Chih-Chi Peng ... With strong r... more ... Jon-Chao Hong Mei-Yung Chen Ashley Wong Tsui-Fang Hsu Chih-Chi Peng ... With strong roots in constructivist theories (Savery and Duffy 1995), project work engages the students as active agents in a learning process characterized by reiterative cycles of problem ...
Interactive Learning Environments, 2013
ABSTRACT Educational games can be viewed in two ways, “learning to play” or “playing to learn.” T... more ABSTRACT Educational games can be viewed in two ways, “learning to play” or “playing to learn.” The Chinese Idiom String Up Game was specifically designed to examine the effect of “learning to play” on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL). Data from 288 subjects were validated and analyzed using confirmatory factor analysis and structural equation modeling. Results indicated that players' pre-game learning attitude (PGLA) served positively to predict participants' gameplay interest and reflected a higher level of PUPGL of learning gameplay. PGLA was negatively correlated to competitive anxiety but was not significantly associated with players' PUPGL of learning gameplay. These results implied that by enhancing players' willingness to learn before engaging in a competitive game can contribute to increased gameplay interest and reduced competitive anxiety, thereby reinforcing the benefits of educational games.
[[abstract]]Creativity thrives on diversity and a plurality of views. Yet, ironically, the most r... more [[abstract]]Creativity thrives on diversity and a plurality of views. Yet, ironically, the most readily available literature on creativity reflects a creativity monoculture, as if there were only one standpoint from which to explore and develop creativity. This is illogical. The explosion in global communications might suggest an increase in the exchange of views and information about creativity. So far, this doesn't seem to have happened. The aim of this internationally authored book is to begin to correct this imbalance. Some if its authors focus solely on creativity in their own country; some demonstrate the influence of different cultural perspectives on how they approach creativity. Others explicitly highlight the differences between Eastern and Western or African and European viewpoints on creativity.
Cross-Cultural Innovation, 2005
Les resultats rapportes dans le present article sont le fruit d'un projet de deux ans parrain... more Les resultats rapportes dans le present article sont le fruit d'un projet de deux ans parraine par le National Science Committee (Taiwan) ayant pour objectif d'etudier le schema d'apprentissage et les types d'erreurs d'un environnement multimedial oriente vers un but de decouverte. Un scenario ainsi que des activites d'apprentissage ont ete crees et introduits sur le programme CAL sous la forme d'un CD ROM. L'analyse quantitative a ete facilitee par l'enregistrement automatique de la situation d'apprentissage de l'apprenant. D'un point de vue qualitatif, les types d'erreurs ont ete obtenus en observant la pensee a haute voix et en appliquant l'analyse de protocole. Comme le rapporte l'etude, l'elaboration du scenario et des activites d'apprentissage est crucial dans ce type d'environnement d'apprentissage multimedial. Les types d'erreurs des apprenants jouent egalement un role important dans le processus...
Journal of Computer Assisted Learning, 2015
To determine the factors of learning effectiveness in English vocabulary learning when using a ca... more To determine the factors of learning effectiveness in English vocabulary learning when using a calibration scheme, this study developed a freshman English mobile device application for iPhone 4 for students with low levels of English proficiency to practise vocabulary in the beginning of their Freshman English course. Data were collected and validated from 243 subjects for confirmatory factor analysis and structural equation modeling. The findings revealed that Internet cognitive failure i.e., trait cognitive disability was positively correlated to Internet cognitive fatigue i.e., state cognitive disability. Both types of Internet cognitive disability were negatively correlated to self-regulation in English vocabulary learning SREVL. SREVL was positively correlated to the degree of learning improvement. The findings implied that the use of a calibration design for mobile English vocabulary learning could benefit students with low levels of Internet cognitive disability but high levels of SREVL.
Journal of Computer Assisted Learning, 2009
In recent years, digital games have assumed an important place in the lives of children and adole... more 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.
Interactive Learning Environments, 2013
ABSTRACT Educational games can be viewed in two ways, “learning to play” or “playing to learn.” T... more ABSTRACT Educational games can be viewed in two ways, “learning to play” or “playing to learn.” The Chinese Idiom String Up Game was specifically designed to examine the effect of “learning to play” on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL). Data from 288 subjects were validated and analyzed using confirmatory factor analysis and structural equation modeling. Results indicated that players' pre-game learning attitude (PGLA) served positively to predict participants' gameplay interest and reflected a higher level of PUPGL of learning gameplay. PGLA was negatively correlated to competitive anxiety but was not significantly associated with players' PUPGL of learning gameplay. These results implied that by enhancing players' willingness to learn before engaging in a competitive game can contribute to increased gameplay interest and reduced competitive anxiety, thereby reinforcing the benefits of educational games.
International Journal of Technology and Design Education, 2011
... Jon-Chao Hong Mei-Yung Chen Ashley Wong Tsui-Fang Hsu Chih-Chi Peng ... With strong r... more ... Jon-Chao Hong Mei-Yung Chen Ashley Wong Tsui-Fang Hsu Chih-Chi Peng ... With strong roots in constructivist theories (Savery and Duffy 1995), project work engages the students as active agents in a learning process characterized by reiterative cycles of problem ...
Interactive Learning Environments, 2013
ABSTRACT Educational games can be viewed in two ways, “learning to play” or “playing to learn.” T... more ABSTRACT Educational games can be viewed in two ways, “learning to play” or “playing to learn.” The Chinese Idiom String Up Game was specifically designed to examine the effect of “learning to play” on the interrelatedness of players' gameplay interest, competitive anxiety, and perceived utility of pre-game learning (PUPGL). Data from 288 subjects were validated and analyzed using confirmatory factor analysis and structural equation modeling. Results indicated that players' pre-game learning attitude (PGLA) served positively to predict participants' gameplay interest and reflected a higher level of PUPGL of learning gameplay. PGLA was negatively correlated to competitive anxiety but was not significantly associated with players' PUPGL of learning gameplay. These results implied that by enhancing players' willingness to learn before engaging in a competitive game can contribute to increased gameplay interest and reduced competitive anxiety, thereby reinforcing the benefits of educational games.