ABSTRACT The study presented here explored a student evaluation of the teaching effectiveness of ... more ABSTRACT The study presented here explored a student evaluation of the teaching effectiveness of a nationwide innovative education program on image display technology in Taiwan. Using survey data collected through an online questionnaire system, covering 165 classes across 30 colleges and universities in Taiwan, the study aimed to understand the teaching effectiveness of this particular educational program based on learners' viewpoints. Each item included in the student evaluation comprised four subscales: student knowledge and skill, satisfaction with the curriculum and teaching, professional learning, and general learning of the course. Moreover, the influences of student characteristics and type of school on the outcome of such an evaluation were considered. T-test and one-way ANOVA results confirm the effects of these influences. The implications for effective use of student evaluation of teaching in enhancing university-level teaching and learning of image display technology are discussed.
This paper describes the pilot study that attempts to analyze the difference in learners’ behavio... more This paper describes the pilot study that attempts to analyze the difference in learners’ behavior of reading multimedia learning materials by our program. Learners with different cognitive styles characterized as verbalizers and visualizers were assigned to read the materials about cooking science with their eye movement recorded, and analyzed. An alternative strategy of visualization to integrate the instructional message with the temporal and spatial data in a single diagram is attempted and testified in this pilot study. As the result, it is observed that the gaze of the verbalizers mainly moves back and forth among the paragraph areas constituted mainly by text of each page whereas the visualizers frequently check pictures referenced by some text, yet figure legends are more read by verbalizers. Preliminary findings from the pilot study provide data presentation and interpretation in better granularity, and support that learners’ cognitive styles affect their decisions of orders, emphasis, and repetition to read text and pictures.
In children–robot interactions, an impression of a robot’s “social presence” (i.e., an interactiv... more In children–robot interactions, an impression of a robot’s “social presence” (i.e., an interactive agent that feels like a person) links positively to an improved relationship with the robot. However, building relationships takes many exposures, and there is an intellectual gap in how social presence and familiarity collaborate in modulating children–robot relationships. We investigated whether social presence altered over time, how repeated exposure and social presence affected rapport, and how social presence would modulate children’s attitudes toward the robot. Fourteen children (four female, age = 10.79 ± 1.12) interacted with a companion robot for four days in spontaneous interactions. The findings revealed that children who perceived the robot as having a higher social presence developed a stronger rapport than those who perceived a lower social presence. However, repeated encounters did not change the children’s perceptions of the robot’s social presence. Children rated highe...
This study shifts the focus away from demonstrating the existence of the effect toward understand... more This study shifts the focus away from demonstrating the existence of the effect toward understanding the mechanism by which the effect of AR operates in museum learning. By uncovering and describing the contingencies of AR from the perspectives of learner control, this study investigates how and when AR affects museum learning experiences, and to give insights into curation with AR. A between-subjects experiment was conducted with 48 college students divided into three groups. This study considered both qualitative and quantitative features of learner control and designed the AR control tools and experiment accordingly, and the findings supported the success of integrating the immersive technology of AR and the theoretical framework of learner control to construct museum exhibits. The results showed that visitors are willing to use the provided tools in museum AR and perform steadily in knowledge acquisition. In addition to offering more learner control in museums, AR promotes posit...
This study investigated the cognition, information behaviors and preventive behaviors of Taiwanes... more This study investigated the cognition, information behaviors and preventive behaviors of Taiwanese citizens in the face of the COVID-19 pandemic. An online survey was administered and 610 valid responses were collected. The relationships between demographic variables and optimistic bias, social trust, information credibility, personal protective measures, avoidance of human contact, and immune system strengthening were examined. Results showed that optimistic bias existed, but there was no significant correlation between optimistic bias and personal protective measures. Laypersons had high trust in the government, but also optimistic bias. Gender was the most important predictor; with occupation and region of residence also interacting with different preventive behaviors. People in Taiwan may be overly optimistic in facing the epidemic; relevant information should be properly disclosed to help reduce this bias. Social trust in the government seems to be an important successful facto...
Taking advantage of the nature of games to deal with conflicting desires through contextual pract... more Taking advantage of the nature of games to deal with conflicting desires through contextual practices, this study illustrated the formal process of designing a situated serious game to facilitate learning of information ethics, a subject that heavily involves decision making, dilemmas, and conflicts between personal, institutional, and social desires. A simulation game with four mission scenarios covering critical issues of privacy, accuracy, property, and accessibility was developed as a situated, authentic and autonomous learning environment. The player-learners were 40 college students majoring in information science and computer science as pre-service informaticists. In this study, they played the game and their game experiences and decision-making processes were recorded and analyzed. The results suggested that the participants’ knowledge of information ethics was significantly improved after playing the serious game. From the qualitative analysis of their behavioral features, ...
... Hsiu-Ping Yueh Department of Agriculture Extension, National Taiwan University Taiwan yueh@mm... more ... Hsiu-Ping Yueh Department of Agriculture Extension, National Taiwan University Taiwan yueh@mm ... possible methods to improving project-based learning in higher education were suggested ... on the learner activities, rather than creating “excellent” lecture notes are needed. ...
This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics... more This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contac
2018 27th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN)
This study explored the possibility of service robot in assisting children's book locating ac... more This study explored the possibility of service robot in assisting children's book locating activities in libraries. A comprehensive review of children's experiences of library resources locating was made to develop the library robot and the corresponding criteria for evaluation. With a working prototype of library robot, this study examined effective and appropriate interface and information design to assist children in book locating activities by empirically collecting their performance and perception with robotic assistance in a genuine library setting. The result suggested that robot guidance effectively led children to find the assigned book in library while received high appraisal in its efficiency in guiding children to find the book. Children participants regarded the library robot as a favorable and friendly agent to provide interesting navigation experience in the library.
Abstract: The purpose of this study was to explore students' experience of and perceived hel... more Abstract: The purpose of this study was to explore students' experience of and perceived helpfulness of online speech video resources on students learning facilitation. This study used NTU Open Service Learning Website developed by National Taiwan University ( ...
ABSTRACT The study presented here explored a student evaluation of the teaching effectiveness of ... more ABSTRACT The study presented here explored a student evaluation of the teaching effectiveness of a nationwide innovative education program on image display technology in Taiwan. Using survey data collected through an online questionnaire system, covering 165 classes across 30 colleges and universities in Taiwan, the study aimed to understand the teaching effectiveness of this particular educational program based on learners' viewpoints. Each item included in the student evaluation comprised four subscales: student knowledge and skill, satisfaction with the curriculum and teaching, professional learning, and general learning of the course. Moreover, the influences of student characteristics and type of school on the outcome of such an evaluation were considered. T-test and one-way ANOVA results confirm the effects of these influences. The implications for effective use of student evaluation of teaching in enhancing university-level teaching and learning of image display technology are discussed.
This paper describes the pilot study that attempts to analyze the difference in learners’ behavio... more This paper describes the pilot study that attempts to analyze the difference in learners’ behavior of reading multimedia learning materials by our program. Learners with different cognitive styles characterized as verbalizers and visualizers were assigned to read the materials about cooking science with their eye movement recorded, and analyzed. An alternative strategy of visualization to integrate the instructional message with the temporal and spatial data in a single diagram is attempted and testified in this pilot study. As the result, it is observed that the gaze of the verbalizers mainly moves back and forth among the paragraph areas constituted mainly by text of each page whereas the visualizers frequently check pictures referenced by some text, yet figure legends are more read by verbalizers. Preliminary findings from the pilot study provide data presentation and interpretation in better granularity, and support that learners’ cognitive styles affect their decisions of orders, emphasis, and repetition to read text and pictures.
In children–robot interactions, an impression of a robot’s “social presence” (i.e., an interactiv... more In children–robot interactions, an impression of a robot’s “social presence” (i.e., an interactive agent that feels like a person) links positively to an improved relationship with the robot. However, building relationships takes many exposures, and there is an intellectual gap in how social presence and familiarity collaborate in modulating children–robot relationships. We investigated whether social presence altered over time, how repeated exposure and social presence affected rapport, and how social presence would modulate children’s attitudes toward the robot. Fourteen children (four female, age = 10.79 ± 1.12) interacted with a companion robot for four days in spontaneous interactions. The findings revealed that children who perceived the robot as having a higher social presence developed a stronger rapport than those who perceived a lower social presence. However, repeated encounters did not change the children’s perceptions of the robot’s social presence. Children rated highe...
This study shifts the focus away from demonstrating the existence of the effect toward understand... more This study shifts the focus away from demonstrating the existence of the effect toward understanding the mechanism by which the effect of AR operates in museum learning. By uncovering and describing the contingencies of AR from the perspectives of learner control, this study investigates how and when AR affects museum learning experiences, and to give insights into curation with AR. A between-subjects experiment was conducted with 48 college students divided into three groups. This study considered both qualitative and quantitative features of learner control and designed the AR control tools and experiment accordingly, and the findings supported the success of integrating the immersive technology of AR and the theoretical framework of learner control to construct museum exhibits. The results showed that visitors are willing to use the provided tools in museum AR and perform steadily in knowledge acquisition. In addition to offering more learner control in museums, AR promotes posit...
This study investigated the cognition, information behaviors and preventive behaviors of Taiwanes... more This study investigated the cognition, information behaviors and preventive behaviors of Taiwanese citizens in the face of the COVID-19 pandemic. An online survey was administered and 610 valid responses were collected. The relationships between demographic variables and optimistic bias, social trust, information credibility, personal protective measures, avoidance of human contact, and immune system strengthening were examined. Results showed that optimistic bias existed, but there was no significant correlation between optimistic bias and personal protective measures. Laypersons had high trust in the government, but also optimistic bias. Gender was the most important predictor; with occupation and region of residence also interacting with different preventive behaviors. People in Taiwan may be overly optimistic in facing the epidemic; relevant information should be properly disclosed to help reduce this bias. Social trust in the government seems to be an important successful facto...
Taking advantage of the nature of games to deal with conflicting desires through contextual pract... more Taking advantage of the nature of games to deal with conflicting desires through contextual practices, this study illustrated the formal process of designing a situated serious game to facilitate learning of information ethics, a subject that heavily involves decision making, dilemmas, and conflicts between personal, institutional, and social desires. A simulation game with four mission scenarios covering critical issues of privacy, accuracy, property, and accessibility was developed as a situated, authentic and autonomous learning environment. The player-learners were 40 college students majoring in information science and computer science as pre-service informaticists. In this study, they played the game and their game experiences and decision-making processes were recorded and analyzed. The results suggested that the participants’ knowledge of information ethics was significantly improved after playing the serious game. From the qualitative analysis of their behavioral features, ...
... Hsiu-Ping Yueh Department of Agriculture Extension, National Taiwan University Taiwan yueh@mm... more ... Hsiu-Ping Yueh Department of Agriculture Extension, National Taiwan University Taiwan yueh@mm ... possible methods to improving project-based learning in higher education were suggested ... on the learner activities, rather than creating “excellent” lecture notes are needed. ...
This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics... more This eBook is a collection of articles from a Frontiers Research Topic. Frontiers Research Topics are very popular trademarks of the Frontiers Journals Series: they are collections of at least ten articles, all centered on a particular subject. With their unique mix of varied contributions from Original Research to Review Articles, Frontiers Research Topics unify the most influential researchers, the latest key findings and historical advances in a hot research area! Find out more on how to host your own Frontiers Research Topic or contribute to one as an author by contacting the Frontiers Editorial Office: frontiersin.org/about/contac
2018 27th IEEE International Symposium on Robot and Human Interactive Communication (RO-MAN)
This study explored the possibility of service robot in assisting children's book locating ac... more This study explored the possibility of service robot in assisting children's book locating activities in libraries. A comprehensive review of children's experiences of library resources locating was made to develop the library robot and the corresponding criteria for evaluation. With a working prototype of library robot, this study examined effective and appropriate interface and information design to assist children in book locating activities by empirically collecting their performance and perception with robotic assistance in a genuine library setting. The result suggested that robot guidance effectively led children to find the assigned book in library while received high appraisal in its efficiency in guiding children to find the book. Children participants regarded the library robot as a favorable and friendly agent to provide interesting navigation experience in the library.
Abstract: The purpose of this study was to explore students' experience of and perceived hel... more Abstract: The purpose of this study was to explore students' experience of and perceived helpfulness of online speech video resources on students learning facilitation. This study used NTU Open Service Learning Website developed by National Taiwan University ( ...
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