Jie Chi Yang

Jie Chi Yang
  • Doctor of Engineering
  • Professor at National Central University

About

140
Publications
40,442
Reads
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3,968
Citations
Introduction
Prof. Jie Chi Yang currently works at the Graduate Institute of Network Learning Technology, National Central University, Taiwan. His research interests include computer assisted language learning, digital game-based learning, human factors, and interactive learning environments.
Current institution
National Central University
Current position
  • Professor

Publications

Publications (140)
Article
Environmental education has been conducted to equip learners with relevant environmental conservation knowledge for many years. However, learners seldom put the knowledge into practice and even have few ideas about how to protect the earth. Accordingly, continuous attention to this issue is necessary to enhance the effectiveness of environmental ed...
Article
Full-text available
Traditional teaching methods often limit interactive learning, negatively impacting students’ motivation and learning achievement. Moreover, fostering collaborative awareness and problem-solving skills is crucial for developing the core competencies of future nursing professionals. To address these challenges, this study proposed an escape room-bas...
Article
Background In the field of nursing education, the expertise and knowledge required to perform Leopold's Maneuvers are critical, forming an integral part of Entrustable Professional Activities for nursing students. As a result, mastering Leopold's Maneuvers has become a core component of nursing education. Despite this, the prevailing didactic metho...
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Pregnant women in labor are at high risk, such as delayed labor progress or prolonged labor in the latent phase. Therefore, nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game...
Article
Fetal appearance and proper position evaluation are crucial for determining the best labor treatments. Healthcare or midwifery nurses, require knowledge about the fetus's position and health to make decisions on whether to induce labor. In addition, attending to the patient's needs throughout labor is essential. The fetal positioning and monitoring...
Article
Purpose This study aims to evaluate the efficacy of a digital medical library, including department-based electronic journal access, library training course participation and scholarly publications. Design/methodology/approach The data on full-text electronic journal access, participants of library training courses and scholarly publications were...
Article
This prospective longitudinal study assessed the effects of the course management system, EDU3, on the effectiveness of the dissemination of holistic health care and evidence-based medicine (EBM) courses. Between January 2014 and December 2021, delinked data (n = 354,229) from EDU3 were analyzed. In addition to analyzing the main educational team o...
Article
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This study used the ARCS approach to investigate the effects of university students’ motivation, including attention, relevance, confidence, and satisfaction, to use the Programming Teaching Assistant (PTA) on their Programming Problem-Solving Skills (PPSS). Previous studies have shown that PTA features enhance learners’ programming performance, bu...
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Extensive research on the in-class synchronous learning aspect of the flipped classroom approach (FCA) has rendered favorable results the past decade. However, less attention has been placed on the out-of-class component of the FCA, specifically the drawbacks that may occur, such as low student accountability while watching the pre-assigned video l...
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Background Digital game‐based learning (DGBL) has been shown to be an effective strategy for promoting learning motivation. However, a lack of attention has been paid to investigating the effects of individual differences on elementary students' reading motivation and in‐gaming achievements in DGBL. Objectives This study developed an educational m...
Article
Mobile technologies are widely used in education, both as standalone tools and in conjunction with other applications. The WeChat-based app Rain Classroom is one such application. Rain Classroom includes learning activities not only during class but also before and after class. Previous research has suggested strong demand for WeChat-based apps tha...
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Concept mapping (CM) is widely used in educational settings as a teaching/learning or assessment tool. We conducted a bibliometric analysis and systematic review to provide an updated review on CM research in computer-supported learning environments. A total of 356 selected studies published from 1990 to 2020 were analyzed from the Web of Science d...
Article
Background Key challenges for clinical education during the COVID-19 pandemic include how to continue teaching and learning, how to teach core clinical skills, and how to demonstrate professional and practical skills in various clinical situations. Therefore, nursing students need to learn how to assist with in-patient intubation, eliminate accumul...
Article
This mixed-methods research explored the affordances of a writing instruction featuring constructivist learning, reading-writing connection, flipped learning, and online intercultural exchanges with regard to English-as-a-foreign-language (EFL) learners’ writing performance and intercultural sensitivity. Forty-eight Taiwanese English-major undergra...
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Lay Description What is already known about this topic Digital game‐based learning (DGBL) has been widely adopted in various subject areas. DGBL is an effective learning approach for language learning. Performance goal orientations are influential motivational factors in predicting learning performance. Relevant empirical research on performance g...
Article
This study aimed to categorize learning analytics (LA) models and identify their relevant components by analyzing LA-related articles published between 2011 and 2019 in international journals. A total of 101 articles discussing various LA models were selected. These models were characterized according to their goals and components. A qualitative co...
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Full-text available
Learning materials are integrated into digital games in digital game-based learning (DGBL). There are two types of contexts to present such integration, i.e., tightly coupling context (TCC) and loosely coupling context (LCC). These two types of contexts have different strengths and weaknesses. On the other hand, prior abilities have great effects o...
Article
Digital game-based learning (DGBL) includes various features. On the other hand, diversities exist among learners. Accordingly, each learner may appreciate different game features. Thus, there is a need to examine how individual differences affect learners' reactions to DGBL. Among various individual differences, the levels of gaming experience, wh...
Article
This study aimed to gain insights into the differences in perceptions of blog writing of two types of writers (i.e., digital natives [DNs] vs. digital immigrants [DIs]). The study focused on the generational literature and Web 2.0 as an online writing platform, investigating the generational differences in DN and DI writers' perceptions on a blog-b...
Article
As the use of online learning has continued to expand, there has been a growing demand for advanced software or social sites that can enhance learning outcomes in online settings. It is important to explore how learner–learner, learner–teacher and learner–content interactions affect on learning outcomes while using the social sites such as Facebook...
Article
Motivation has played an essential role in learning, leading to various research areas across diverse disciplines. While the literature is replete with findings supporting the essentiality of motivation in an individual’s academic success, demotivation (a.k.a. negative motivation) has been underexplored, even though it has been a widespread phenome...
Article
Previous studies have shown that trait emotional intelligence (EI) is an important factor affecting children’s learning performance in physical instruction settings. However, there have been very few studies exploring the effects of children’s high- or low-trait EI levels on both gaming performance and learning performance in digital game-based lea...
Article
The continuing attention to the educational value of digital games highlights the need for more focused literature reviews in order to identify critical gaps and opportunities in domain-specific areas. The current study thus set out to provide a scoping overview of empirical evidence on the use and impacts of digital games in language education fro...
Article
Despite the growing interest in digital game-based learning (DGBL), there has been a lack of attention paid to the effects of individual differences, such as gaming flow experience and gender differences, in a reward-based achievement system. To this end, this study developed an achievement system with a reward mechanism to facilitate English learn...
Conference Paper
This study seeks to investigate the effects of web-based computer programming learning, equipped with Questions and Answers, on students whose majors are not computer science. The proposed system allows five types of questions to be generated: essay, multiple-choice, fill-in-the-blank, true-false, and coding. It is found that spending time to compl...
Article
The great value of applying digital games in language learning has been highlighted. However, there has been a lack of attention paid to the effects of prior knowledge in a contextual game-based language learning environment. To this end, this study developed an MMORPG-based educational game to facilitate English learning, aiming at investigating h...
Article
Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game‐based learning. To this end, this study developed a game‐based English learning system and investigated how different levels of anxiety affect...
Chapter
Due to the huge growth in online learning, educators are demanding to use advanced software or social sites as online learning settings. However, they must consider how interaction with online course content impacts learning outcomes while using the unique features of software and social cites. Yet, understanding the effects of learner-content inte...
Chapter
This study investigated how the perceived innovation game attributes by learners influence their learning performance in a game-based achievement learning system. A total of 51 learners participated in a “game-based achievement learning system” developed for the purpose of the study with innovation game attributes to facilitate meaningful learning....
Article
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners’ reactions to digital games for su...
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Full-text available
Since the advent of new technology for learning, innovative language instructors have been constantly seeking new pedagogy to match the potential of technology-enhanced instruction. While previous studies have supported the adoption of technologies to facilitate language teaching and learning, research into enhancing English as a foreign language (...
Conference Paper
In English as a target language (TL) learning environment, it always takes effort to encourage learners to open and engage in a conversation for English communication practice. Moreover, the shorts of communication practice might be influencing their perceptions which are corresponding to a variety of willingness to communicate (WTC) behaviors. On...
Article
Language and culture are inseparable since individuals express themselves out of their cultural background, thus highlighting the importance of the cultural cultivation. Research has shown the positive effects of embedding foreign cultures in the writing process. However, intercultural competence is still not adequately reflected in current English...
Article
A growing number of studies have been conducted on digital game-based learning (DGBL). However, there has been a lack of attention paid to individuals’ self-efficacy and learning performance in the implementation of DGBL. This study therefore investigated how the badge mechanism in DGBL enhanced users’ self-efficacy in the subject domain of English...
Conference Paper
Full-text available
In view of the inseparability and interconnectivity between language and culture, the significance of cultural appreciation cannot be overemphasized in language teaching, whether in native language instruction or in foreign language context. Such recognition signifies the need for language learners to develop cross-cultural understanding as well as...
Article
Education about green energy, such as understanding of principles and applications of solar energy or wind power, is a crucial topic in general science courses. The course unit for the process development of energy-related materials includes topics that are complex and abstract, such as the principle of the n-type, and p-type semiconductors, or pho...
Conference Paper
3D modelling is one of the most challenging and important techniques in multimedia lectures. This paper describes a novel edutainment-based teaching strategy that combines social activity (facebook) and project-based learning as gaming in presentation aimed at fostering students' engagement. The designed approach relies on the intensive use of 3D a...
Article
The study was designed to offer an extended thread of speaking practice and performance with regard to in-class instruction and after-class exercise in EFL learning environment. To allow students to outspread speaking practice in class, an implementation of asynchronous computer-mediated communication in terms of audioblog was utilized to manage th...
Article
In recent years, a growing number of studies have been conducted on the individual differences in digital game-based learning (DGBL). Despite this growing interest, there is a lack of sound empirical evidence on individual differences (e.g., gender differences) in flow state in achievement systems in English learning environments. This study invest...
Article
Full-text available
Instructional support has been widely discussed as a strategy to optimize student-learning experiences. This study examines instructional support within the context of a multimedia language-learning environment, with the predominant focus on learners’ perceptions of captioning support for listening comprehension. The study seeks to answer two quest...
Conference Paper
In recent years, a growing number of studies have been conducted on the individual differences in digital game-based learning (DGBL). Despite this growing interest, there is a lack of sound empirical evidence on individual differences (e.g., gender differences) in flow state in achievement systems in English learning environments. This study invest...
Conference Paper
Recently, close attention has been directed to MMORPGs for education purposes because of the features of problem-solving quests, realistic scenarios, role-playing, and team-work mechanisms that stimulate learners' motivation. This paper outlined a study of how game experiences affect game behavioral patterns. 55 sixth-grade students located in nort...
Conference Paper
The affordances of MMORPGs provide authentic contexts for vocabulary acquisition. This study conducted incidental vocabulary learning on an MMORPG and investigated the effects of prior knowledge. The prior knowledge in the study was including English proficiency and gaming experience. To evaluate the learning effectiveness, 12 target words were app...
Article
Full-text available
The purpose of this study was to analyze how mobile technologies were incorporated and implemented in an outdoor learning activity. Two classes of primary school students participated in the experiment. Using activity theory as an analytical framework, it is found that underlying tensions provided rich insights into system dynamics and that technol...
Article
Full-text available
For many EFL learners, listening poses a grave challenge. The difficulty in segmenting a stream of speech and limited capacity in short-term memory are common weaknesses for language learners. Specifically, reduced forms, which frequently appear in authentic informal conversations, compound the challenges in listening comprehension. Numerous interv...
Article
The study was conducted to advance EFL speaking instructional design that endeavored to not only provide students alternative opportunities for oral practice after class but also affect their perception of English speaking confidence. In order to encourage the students to engage with a continual learning immersion on English speaking practice, the...
Conference Paper
3D model construction is one of the most important courses in digital media design. It provides the direct way for learners in creating real geometry in digital classroom. It has also been included as the required course in higher education. In this paper, we design a novel teaching strategy that combines social activity (facebook) and project-base...
Conference Paper
This study developed an English learning online role-playing game targeting knowledge of vocabulary and sentence patterns, and conducted an experimental study of 55 aged 12 sixth-grade students using this game to investigate how the learner characteristic, in terms of prior English ability, influences cognitive learning outcomes. Although there hav...
Conference Paper
Reading news is one of the most important learning activities in the education of the communication schools. Learners learn to improve the awareness and writing essay ability through observing contents inside the news. How to create the learning materials in a short time is still a gap between traditional communication education and information tec...
Article
Full-text available
Listening comprehension in a second language (L2) is a complex and particularly challenging task for learners. Because of this, L2 learners and instructors alike employ different learning supports as assistance. Captions in multimedia instruction readily provide support and thus have been an ever-increasing focus of many studies. However, captions...
Article
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This study explores affective states resulting from the removal or absence of captioning support in movies for the instruction of English as a foreign language listening comprehension. It aims to provide evidence of different affective states, which arise from the removal of this support, according to levels of proficiency. Prior knowledge of these...
Article
A consideration to gradually boost students' willingness to communicate in the target language (L2) within the EFL instruction is seen to be an important preliminary to encourage EFL students to be able to have more English oral practice and product. While EFL students are in sharing and discussion in pairs or in groups, the intervention of the mot...
Article
Incidental vocabulary learning is regarded as one of the main sources of learner-centered vocabulary acquisition in authentic situations. In the past decades, extensive reading has been the main focus in incidental learning research. Recent studies have examined how information technology media can assist learners in acquiring vocabulary incidental...
Conference Paper
Online news provides a convenient way for users to read novel news. Building online news corpus is important to many text mining and data mining issues. The creation of web news data required to construct a set of HTML parsing rules to identify content text. When a website rapidly change the layout style, the parsing rules (wrapper) should be recon...
Conference Paper
The aim of this study is to investigate the relationship between online gaming behavior and special underlying social group structures through the use of player information of a certain MMORPG. Data were collected from the logs of an MMORPG in 2011, recording five types of gaming behaviors, player gender, avatar gender and avatar occupation types t...
Conference Paper
Most of the researches on text categorization are focus on using bag of words. Some researches provided other methods for classification such as term phrase, Latent Semantic Indexing, and term clustering. Term clustering is an effective way for classification, and had been proved as a good method for decreasing the dimensions in term vectors. We us...
Article
Full-text available
Recently, multimedia-based learning is widespread in educational settings. A number of studies investigate how to develop effective techniques to manage a huge volume of video sources, such as summarization and recommendation. However, few studies examine how these techniques affect learners' perceptions in multimedia learning systems. This article...
Conference Paper
Exergames enable players to interact with games through body movement. With various positive effects of exergaming such as physical, psychosocial and cognitive benefits, exergames are regarded as a desirable tool for promoting physical education. However, there is little research about exergaming experience with flow state, enjoyment, and physical...
Article
This special issue aims to present an overview of how creativity and cognition can be supported, managed and sustained through the use of technology. Three different roles of technology are presented. The first three papers highlight the potential of semi-automated creativity, the fourth paper how social media can be leveraged as a creativity platf...
Article
This study aims to design and develop an inquiry-based learning environment by integrating wireless and mobile technologies with handheld devices for supporting science experimental activities in elementary schools. The learning environment can facilitate students' involvement in experimental design, data collection, data analysis and discussion in...
Article
Full-text available
Energy education has been conducted to equip learners with relevant energy conservation knowledge for many years. However, learners seldom put the knowledge into practice and even have few ideas about how to reduce energy consumption. To this end, there is a need to address this issue to improve the efficiency of energy education. One of the strate...
Article
Energy education has been conducted to equip learners with relevant energy conservation knowledge for many years. However, learners seldom put the knowledge into practice and even have few ideas about how to reduce energy consumption. To this end, there is a need to address this issue to improve the efficiency of energy education. One of the strate...
Conference Paper
There are more than 47 million players playing the MMORPGs (Massively Multi-player Online Role-Playing Games) in the world. One of the characteristics of MMORPGs is that players interact with others through games and virtual communities. Do players of different genders and ages spend the same time while they are playing an MMORPG? This study collec...
Conference Paper
In this study, we explored the players' behavior of gender switching in a MMORPG game. The empirical data is come from the Soul of Magic online game and 65,407 samples were collected for analysis. With regard to the gender of avatars, 37,031 players (56.60%) selected male avatars while 28,376 players (43.40%) selected female avatars. With regard to...
Conference Paper
In general, watch and view the whole video is often time-consuming which involves displaying the video film linearly. In this paper, we propose a webpage-based and video summarization-based learning platform (WVSUM). The learning platform provides not only video lecture preview but also combines image, text, and video information as learning materi...
Conference Paper
The MMORPG is an interactive multiplayer online role-playing game. Players interact with each other in the virtual community of MMORPG having different behaviors due to the level of involvement and interaction. Players and players have different interaction in the communities through the game. The level of participation and interaction of players c...
Conference Paper
Video-based concordancer can be used to provide a scenario that engage context information of studying novel words. Usually, a fixed number of contextual sentences are retrieved accompanying the keywords. However, there may be a lack of complete context for learners to comprehend the keywords in the videos. Few studies have discussed about how the...
Conference Paper
In general, video-based learning contains rich media information, but displaying an entire video linearly is time-consuming. As an alternative, video summarization techniques extract important content provides short but informative fragments. In this paper, a video learning platform (KVSUM: Keyword-based Video Summarization) is presented that integ...
Article
The implementation of technology is a daunting task. Much research has focused on either the implementation of the technology itself, or taken a standpoint from the instructors'perspective. With this in mind, research as of late, has seldom adapted a learner perspective or focused on issues related more closely to the learners' requirements. In thi...
Conference Paper
Full-text available
Linear support vector machines (SVMs) have become one of the most prominent classification algorithms for many natural language learning problems such as sequential labeling tasks. Even though the L 2-regularized SVMs yields slightly more superior accuracy than L 1-SVM, it produces too much near but non zero feature weights. In this paper, we prese...
Conference Paper
Full-text available
In this paper, we present a new search algorithm for sequential labeling tasks based on the conditional Markov models (CMMs) frameworks. Unlike conventional beam search, our method traverses all possible incoming arcs and also considers the “local best” so-far of each previous node. Furthermore, we propose two heuristics to fit the efficiency requi...
Article
Spatial ability is a critical skill in geometric learning. Several studies investigate how to use digital games to improve spatial abilities. However, not every learner favors this kind of support. To this end, there is a need to examine how human factors affect learners’ reactions to the use of a digital game to support geometric learning. In this...
Article
The aim of this study is to design and develop a Physically Interactive Learning Environment, the PILE system, by integrating video-capture virtual reality technology into a classroom. The system is designed for elementary school level English classes where students can interact with the system through physical movements. The system is designed to...
Conference Paper
Full-text available
Listening comprehension is the most important part of English communication. Watching English films helps getting both audio and visual messages which can improve the learners' listening comprehension. In this study, we examined the full text captions films and the keyword captions with nouns and verbs to help understand the different effects of li...
Conference Paper
Listening comprehension plays a vital role at the beginning of foreign language learning (FLL). Several studies demonstrate that listening comprehension is not only essential to the early stage of FLL but also an arrangement for further language competence learning. Also, a supplement of authentic-based ICT facilitation can benefit and enrich the l...
Conference Paper
In this paper, we present the proposed me-thod of participating SIGHAN-2010 Chi-nese word segmentation bake-off. In this year, our focus aims to quick train and test the given data. Unlike the most structural learning algorithms, such as conditional random fields, we design an in-house devel-opment conditional support vector Markov model (CMM) fram...
Article
Full-text available
When using mobile devices in support of learning activities, students gain mobility, but problems arise when group members share information. The small size of the mobile device screen becomes problematic when it is being used by two or more students to share and exchange information. This problem affects interactions among group members. To overco...
Conference Paper
English listening comprehension is always bewildering for language learners. English language students are generally not taught to recognize English in reduced forms (contractions) in verbal exchanges; they also lack opportunities for practicing listening exercises in reduced forms of English vocabulary. This study developed a film based vocal lang...
Article
Full-text available
In recent years, using video as a learning resource has received a lot of attention and has been successfully applied to many learning activities. In comparison with text-based learning, video learning integrates more multimedia resources, which usually motivate learners more than texts. However, one of the major limitations of video learning is th...
Article
This article presents a bilingual video question answer- ing (QA) system, namely BVideoQA, which allows users to retrieve Chinese videos through English or Chinese natural language questions. Our method first extracts an optimal one-to-one string pattern matching according to theproposeddenseandlongN-grammatch.Onthebasis of the matched string patte...
Conference Paper
The objective of this paper is to develop and evaluate an Energy COnservation PET (ECOPET) system in a PDA platform with mobile learning strategy for energy education. The system helps learners learn appropriate energy consumption by making a better trade-off decision while facing the dilemma between a virtual pet's comfortable living and saving mo...
Conference Paper
Recently, many researchers believe that learning motivation and interest can be enhanced by participating in educational games. Video capture virtual reality technologies provide a possibility for designing games. However, it has not been widely used in the field of educational games. A digital game-based learning system, called PILE (physical inte...
Article
Full-text available
In this paper, we present a robust passage retrieval algorithm to extend the conventional text question answering (Q/A) to videos. Users interact with our videoQ/A system through natural language queries, while the top-ranked passage frag- ments with associated video clips are returned as answers. We compare our method with five of the high-perform...
Conference Paper
In this paper, we proposed an English dialogue companion system, called EDC, using predicate argument structure by Support Vector Machine (SVM) classifier for semantic analyzer in order to support elementary students for learning English one on one. Three phases of learning activities were designed to enhance the English learning environment, which...
Article
Phrase pattern recognition (phrase chunking) refers to automatic approaches for identifying predefined phrase structures in a stream of text. Support vector machines (SVMs)-based methods had shown excellent performance in many sequential text pattern recognition tasks such as protein name finding, and noun phrase (NP)-chunking. Even though they yie...
Conference Paper
Full-text available
Data-driven learning based on shift reduce pars- ing algorithms has emerged dependency parsing and shown excellent performance to many Tree- banks. In this paper, we investigate the extension of those methods while considerably improved the runtime and training time efficiency via L2- SVMs. We also present several properties and constraints to enha...
Conference Paper
Full-text available
In this paper, we propose the English Dialogue Companion (EDC) system to help elementary school student learn second language, as English. Learners can oral practice with the EDC system in English. In order to motivate the learners, we design the three learning activities to enhance the environment of English learning, which are the choice of learn...

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