
Jon-Chao HongNational Taiwan Normal University | NTNU · College of Technology and Engineering
Jon-Chao Hong
Doctor of Philosophy
About
240
Publications
80,147
Reads
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5,125
Citations
Introduction
Jon-Chao Hong currently works at the College of Technology and Engineering, National Taiwan Normal University. Their current project is 'Educational game development'.
Additional affiliations
January 2013 - July 2016
January 2014 - December 2016
Publications
Publications (240)
Helicopter parenting has long influenced children’s learning in various areas, but its impact on STEAM activities has been less studied. This research aimed to fill this gap by investigating whether helicopter parenting can predict participants’ perceived activity value in STEAM competitions. A total of 281 valid questionnaires were collected from...
New curriculum implementation changes the teaching ecology. To promote the effect of the implementation, it is necessary to understand teachers’ psychological reaction. Thus, this study explored the correlates between elementary teachers’ perceptions of increasing job stress, teaching job fit, and well-being in their teaching work when implementing...
The concept of the Metaverse has increased in realizability with the rapid development of emerging technology, and this has led to the need for cognition of how to create a Metaverse world in educational settings. However, there is still little discussion in the existing research on teachers’ understanding of Metaverse literacy and their need for l...
Can shaking electronic devices (e.g., Pads or smartphones) affect participants’ embodied learning? To address this question, in this study we designed an application (app) named “Shaking-On” for students to answer quizzes, and applied the achievement emotion theory to design the research model. To understand whether activated/ deactivated emotions...
Purpose
This study investigates the effectiveness of problem-based learning (PBL) in information literacy curricula using library e-resources to enhance information literacy self-efficacy (ILSE) of students in two universities in Indonesia, in Java Island (University A) and Sumatra Island (University B).
Design/methodology/approach
A comparison of...
Background
This study was motivated by the need to enhance Mandarin learning through embodied interactions and physical engagement methods. While most studies confirm the positive effects of touchscreen devices on learning, mixed findings suggest a need for more engaging methods. This research addresses these gaps by exploring the benefits of embod...
Amidst the unprecedented challenges brought on by the COVID-19 pandemic, the landscape of education has undergone profound transformations. One of the most notable shifts has been the rapid transition to online teaching methodologies. This transition has highlighted the critical role of teachers in self-regulating their instructional approaches whi...
Previous research has demonstrated that stereotypes associated with the female gender can impact technology and engineering education results. However, it remains unclear whether these stereotypes affect other relevant factors in technology and engineering education performance. The research used quantitative methods to investigate the correlation...
The purpose of the current study was to develop an appropriate model to represent the relationships among the factors relating to the intention of vocational training professionals to use virtual reality vocational training systems for persons with disabilities. A questionnaire based on the theory of the value-based adoption model was used to colle...
The COVID-19 pandemic has brought unprecedented challenges to teachers. Teachers need a creative way to continue the engaged teaching process under the constraints of physical separation, emotional anxiety, and insecurity. Technology teachers who develop students’ technology literacy or skills should be aware of the importance of integrating techno...
Self-directed learning (SDL) is a basic individual ability in modern society. It is of great value to explore SDL and its relationship to learners’ online learning effectiveness. This study explored the relationships among online learners’ personality traits (neuroticism and extraversion), SDL (SDL-approach and SDL-attitude), and perceived online l...
Stellar observation, encompassing the study of star formation, stellar properties, and the governing physical laws, presents a readily accessible topic for many learners; however, many stargazing beginners may find it challenging. By applying the supplemental Gollin effect within animated display and the haptic effect of game-like play with a remot...
COVID-19, a viral infection that emerged in late 2019, induces a severe acute respiratory syndrome marked by significant clinical symptoms, and the potential for progressive respiratory failure and death. People facing the threat of COVID-19 not only feared being infected, but were also worried about the side-effects of vaccination. This conflict a...
By using information technology, science learning can be widely disseminated, including, for example, to rural schools. However, the implementation of inquirybased science learning with action-to-ground science concepts for rural learners needs to be explored. To address this purpose, the present study adopted "live stream" technology with a scienc...
Arts design has been proven to enable designers to have a meaningful learning of STEAM, but research on a checklist for assessing Arts design based on evaluating entries in a STEAM contest is still rare. Therefore, this study developed a checklist for assessing Arts design for evaluating miniature robots in a STEAM contest. Using an example of STEA...
By using information technology, science learning can be widely disseminated, including, for example, to rural schools. However, the implementation of inquiry-based science learning with action-to-ground science concepts for rural learners needs to be explored. To address this purpose, the present study adopted “live stream” technology with a scien...
Online teaching has become an imperative approach in today’s society. However, as an essential approach, using live streaming to teach students in small groups, particularly rural primary school students, has not been extensively studied. To address this gap, an inquiry-based model, predict-do/observe-quiz/discuss-explain-transfer (P-D/O-Q/D-E-T),...
Attentional Control theory indicates that concentration is considered an important variable that contributes to learning. There are some devices for players to practice their concentration, but there are few virtual reality (VR) designs which can increase the level of difficulty for students to discipline their mental concentration with incongruent...
STEAM contests play a pivotal role in maintaining students’ interest and motivation in STEAM education. Finding factors that are related to students’ continuance intention (CI) to participate in STEAM contests is important for promoting STEAM education. Previous studies mostly focused on exploring the relationships between students’ behavioural att...
Given that project-based learning (PjBL) allows for hands-on application in realistic contexts and that immersive virtual reality (iVR) allows learners to interact with multiple modalities of information and immerse in a real-world English environment, this study investigates how incorporating iVR technology into PjBL contexts affects students' ora...
The COVID-19 pandemic has affected university students’ learning and social interaction to a large level, causing different degrees of negative emotions and made them extremely sensitive to smartphone information. However, little is known about the link between personalities, perceived information overload (PIO) and smartphone immediate response sy...
The potential of using an intelligent personal assistant (IPA) to enhance learning has received attention. However, little research has explored how embedding Charades into Google Assistant can facilitate English vocabulary learning. This study introduces a Charades mechanism in Google Assistant called Guessing-Fun to investigate the influence of s...
Most VR fire escape training programs only task learners to observe the procedure of fire escape in different simulated fire scenes. To improve the effectiveness of such training programs for everyone, we tested a "fire escape virtual reality training program" which takes advantage of the feedback on the action to help individuals to learn the nece...
Arts design has been proven to enable designers to have a meaningful learning of STEAM, but research on a checklist for assessing Arts design based on evaluating entries in a STEAM contest is still rare. Therefore, this study developed a checklist for assessing Arts design for evaluating miniature robots in a STEAM contest. Using an example of STEA...
Thai has its own unique spelling system and grammatical rules. Its word order is quite different from that of Mandarin and English, thus making it more difficult for students in Taiwan to learn. Past studies also point out that learning word order is one of the most difficult aspects when learning foreign languages. As science and technology advanc...
Due to the globalization of the economy, studying abroad has been widely recognized as bringing many benefits to students. However, the closure of campuses and borders around the world since the COVID-19 pandemic, which began in 2020, has brought about significant changes in studying abroad as learning has moved online. In the context of emergency...
Based on micro-ecology theory,teachers’ support or caregiving which provides students with optimal strategies is the most important factor in decreasing instances of bullying. To address the effect of teacher support on the reduction of campus bullying, this study considered the emotional self-efficacy (ESE) of students as a mediator in relation to...
Social comparison is a mind-altering determinant that affects students’ learning behavior. To understand the effect, three instructional approaches to teaching Chinese writing skills were designed and implemented in this study: (1) The No Comparison Group (NCG): students were asked to complete compositions on their own; (2) The Upward Comparison Gr...
In response to the wide-ranging concern of online academic futility, the current study aimed to explore the independent variables and mediating variable from a novel perspective of parents during COVID-19. Based on the social comparison theory and the control-value theory of achievement emotions, social comparison and tutoring anxiety were incorpor...
Experimental design thinking and creative thinking have been increasingly recognized as the crucial basic thinking to promote scientific and technological innovation. And developing students’ experimental design thinking and creative thinking is considered as the key point to cultivate innovative talents. But the relationship between experimental d...
A variety of studies have attempted to explain the dispositions of imagination; notably, imagination engages and develops an individual’s creativity. In the present study, we propose that three types of imagination dispositions (i.e., epistemic, sensory, and future imagination) serve as cognitive mechanisms for the ability to efficiently generate n...
Considering teachers’ attitudes as an important factor influencing pupils’ learning performance, personality, attitudes and actions, this study explored differences in high school general technology teachers’ attitudes towards technology in regard of the personal factors of gender, teaching experience, pre-service major and in-service training freq...
The outbreak of the COVID-19 epidemic has promoted the popularity of online learning, but has also exposed some problems, such as a lack of interaction, resulting in loneliness. Against this background, students' attitudes toward peer interaction may have become even more important. In order to explore the impact of attitude toward peer interaction...
Drawing on Dweck and Leggett’s (1988) implicit beliefs of intelligence framework, the present study explored the incremental belief of intelligence (IBI) and how it correlated to metacognitive skills that reflected vocational students’ project design engagement. Data were collected from students from 2 vocational high schools involved in project de...
Online learning has become an important learning approach in universities. However, since many students may have been exposed to online learning for the first time during this period of the COVID-19 pandemic, the quality factors of online learning and psychological distress of students need to be considered in the research on their learning. This p...
Influenced by Confucianism, the social role is postponed from school to work in Taiwan, most young adults enter the job market after completing a higher education degree. However, in recent years, delayed graduation by postgraduate students has become a problem. To understand this phenomenon, this study recruited a mix of participants who had alrea...
Previous studies have focused on individuals learning from observing a model to be able to produce the modeled behavior. However, there is a lack of studies emphasizing the perspective of being observed to understand the role of perceived value and stress when teachers act as a teaching model. To address this gap, the present study explored the cor...
A great deal of attention has been focused on technological innovation, for example, face recognition, which has been used in some countries in various fields. Nonetheless, there has been little attention paid to parents’ acceptance of the use of face recognition systems on campus. To address this gap in the literature, this study examined how diff...
探討應用虛擬實境於技術型高中自閉症學生職業技能的可用性,以科技接受模式、認知負荷與認知焦慮理論為基礎,以知覺有用性、知覺易用性、認知負荷、認知焦慮與系統提示作為問卷構面,由自閉症學生體驗虛擬實境語音版與字幕版的切小黃瓜任務後填寫問卷,回收40份有效問卷,以Spearman等級相關係數檢驗知覺有用性、知覺易用性、認知負荷、認知焦慮與提示模式對行為意圖之關係。結果自閉症學生知覺有用性與職業技能行為意圖達正向關係,知覺有用性越高,使用VR學習職業技能的行為意圖越高;知覺易用性與職業技能行為意圖達正向關係,知覺易用性越高,使用虛擬實境學習職業技能的行為意圖越高;不同智力水準認知負荷達顯著差異,合併智能障礙的自閉症學生認知負荷與行為意圖無相關,未合併智能障礙的自閉症學生為負向關係;不同智力水準認知焦慮...
The COVID-19 epidemic in the early 2020s is making a big difference for educators around the world. For the past 2 years, the curriculum and working patterns have been overturned in response to this epidemic, which has brought unprecedented challenges and physical and mental stress to preschool teachers. This situation can have a drastic impact on...
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’ self-confidence...
Whether the hands-on experience of creating inventions can promote Students’ interest in pursuing a science, technology, engineering, and mathematics (STEM) career has not been extensively studied. In a quantitative study, we drew on the attitude-behavior-outcome framework to explore the correlates between hands-on making attitude, epistemic curios...
Knowledge sharing is an essential approach to creative problem solving in technology firms, but few studies have considered the information system integration service industry. To address this gap, drawing on the micro-ecology theory, we developed a research model to explore the mediating role of four types of knowledge sharing (i.e., automatic res...
Sports psychology has devoted much attention to studying the relationship between psychological factors and sports performance, yet eSports, as an emerging sport, is still under-researched, and research on eSports players' game self-efficacy, competitive anxiety, and competitive performance is quite rare. To address this gap, this study, based on t...
COVID-19 mortality rates are increasing worldwide, which has led to many highly restrictive precautionary measures and a strong sense of anxiety about the outbreak for many people around the world. There is thus an increasing concern about COVID-19 anxiety, resulting in recommending approaches for effective self-care. From a positive psychology per...
Attending cram school has long been a trend in ethnic Chinese culture areas, including Taiwan. Despite the fact that school reform policies have been implemented in Taiwan, cram schools have continued to prosper. Therefore, in this educational culture, how to achieve a good educational effect is also a topic worthy of discussion. However, whether s...
This study aimed to use a Shaking Fun App with learning assessment and ranking learning as a teaching tool to allow Thai learning beginners to have digital game-style language learning, and to explore the gender differences in the perception of the cognitive and affective factors of the participants and the performance of gameplay progress based on...
Deep learning has gradually appeared in the field of teacher education research and is considered as an effective way to promote teacher professional development. To explore the relationship between teacher gender and deep learning strategies, as well as the mediating role of teachers' deep learning motivation, we conducted a questionnaire survey i...
The improvement of food preparation skills is beneficial for students with autism spectrum disorder (ASD) to strengthen their employment skills and improve their independent living ability. To enhance the skill development of ASD in food preparation with safe approaches, virtual reality (VR) was used in this study. A single-subject research method...
Online education has made it possible to implement the ‘‘classes suspended but learning continues’’ policy during the COVID-19 outbreak. However, the intangible sense of the online educational setting requires self-directed learning (SDL) and may force students to
know the goals of learning that may impact their engagement. To understand the effect...
Lay Description
What is already known about this topic
The adoption of technology in learning pedagogies should enable students to interact with their technological devices in a fun way and there needs to be interested during the learning process.
Different designs of e‐learning platforms have different functions for students to interact that prom...
In the context of coronavirus pandemic (COVID-19), the face-recognition-based access control system (FACS) has been intensively adopted to protect students’ and teachers’ health and safety in school. However, the impact of FACS, as a new technology, on students’ attitude toward accepting FACS has remained unknown from the psychological halo effect....
While virtual reality (VR) training has been used in many examples of specialized skills training, its learning effect has also been explored with a focus on gross motor performance. Using VR can develop technical students' procedural knowledge in a safe environment while also saving the real materials, which is an essential issue of sustainability...
During the COVID-19 pandemic, most people have more time to stay at home and play games together. In particular, so as to maintain social distancing, most people play with their family members. To understand how people's family intimacy affects their game experience and perceived value of playing, the present study applied a boating game, River Sur...
As well as bringing convenience to consumers, online shopping also represents an enormous business opportunity. In online shopping, the Double 11 shopping festival (hereafter Double 11) organized by China’s Alibaba has set records and has continued to grow rapidly for the last 10 years. To understand this phenomenon, this study adapted self-determi...
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 facto...
Remote work has become the most popular approach during the COVID-19 lockdown; however, remote work engagement is an issue which creates challenges for human resource management. Some individuals engage in work no matter how difficult the job is, but some people’s minds wander, no matter how simple the job is. To address this issue, this study drew...
The COVID-19 pandemic has contributed to the accelerated spread of e-learning around the world. In e-learning, self-regulation becomes more relevant than ever. Reducing the influence of traditional features of the face-to-face learning environment and increasing the impact of the e-environment place high demands on students’ self-regulation. The au...
This study aimed to use a Shaking Fun App with learning assessment and ranking learning as a teaching tool to allow Thai learning beginners to have digital game-style language learning, and to explore the gender differences in the perception of the cognitive and affective factors of the participants and the performance of gameplay progress based on...
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 variable...
Due to the spread of the epidemic around the world, online learning has received greater attention. Self-regulated learning (SRL) is an important factor for students to achieve academic success. This study investigated the gender differences in SRL and three sub-constructs of SRL in the context of online learning, that is the preparatory, performan...
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)...