Yueh-Min Huang

Yueh-Min Huang
National Cheng Kung University | NCKU · Department of Engineering Science

About

491
Publications
98,355
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Introduction
Yueh-Min Huang currently works as a chair professor in the Department of Engineering Science as well as Institute of Education, National Cheng Kung University, Taiwan. Yueh-Min does research in Educational Technology and Computer Engineering. Their current project is 'Location-Based Adaptive Mobile Learning', Affective Learning and STEAM Education. He received his PhD degree from the University of Arizona, USA in Electrical Engineering by working in Artificial Intelligence area. He was elected as 2017 Top 10 ICT Elite in Taiwan.

Publications

Publications (491)
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STEM education has been a focus in recent years, evidenced by the increasing number of studies conducted on STEM education to enhance the future competitiveness of learners. Compared with traditional teaching methods, learning outcomes in STEM education focus on what is learned during the process of collaboration and problem-solving rather than on...
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The STEAM transdisciplinary education method is crucial in the K-12 educational framework. Collaborative learning strategies are often used in STEAM transdisciplinary education to train students’ problem-solving and communication skills. In the process of collaborative learning, hands-on teaching activities can be more effective for students’ learn...
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In the recent era applying advanced emerging technologies to educational issues has become a subject for wide discussion, also students have a high scope to obtain much more learning experience and resources through these exclusive technologies. Many such studies have used this immersive virtual reality to explore the feasibility of STEAM education...
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As teaching materials continue to develop and improve, learners have gradually shifted from abstract learning methods such as learning formulas and understanding images to hands-on learning. Learners apply the acquired knowledge and skills to practical STEM hands-on experiential courses to verify the formulas and knowledge they have acquired. Hands...
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Maker’s popularity worldwide has led to numerous studies on maker education to enhance learner competitiveness. One important research topic in educational research is how to effectively measure learning performance. Given the rapid development of science and technology, it is now possible to use learner discussion data to measure learning outcomes...
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To achieve sustainable language learning, we designed a foreign language learning activity that extended traditional lectures in classrooms to informal learning in the real world using mobile technology. Chinese undergraduate students participated in our learning activity. We tested whether our learning activity could enhance their language learnin...
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Higher-order thinking skills (HOTS) are reliable predictors of success in school and the workplace. A typical technique for encouraging higher-order thinking is to use instructional design interventions that engage learners in simple cognitive activities. Business simulation game (BSG) is one of the types of interactive learning environments that c...
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Background This study proposes a learning cycle and a comprehensive research framework that integrates Bloom’s taxonomy: the cognitive domain (cognitive load), affective domain (attitude and motivation) and psychomotor domain (implementation of science, technology, engineering, arts, and math [STEAM] activities) to explore the relationship between...
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The infestation of litchi stink bugs (Tessaratoma papillosa) has always had a significant impact on the yield of longan plantations. Pest control is critical for farmers to detect and timely suppress the occurrence of pests while effectively reducing damages. Environmental factors, climate change in particular, have contributed to the growing popul...
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Maker education mainly involves “hands-on” as the core concept and combines various educational theories to redefine interactions between learners and teachers in a learning environment. Identification of meaningful “hands-on” behaviors is crucial to evaluate students’ learning performance, although an instructor’s observation of every student is n...
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This study is intended to create an innovative contextual English learning environment making use of the widely used communication software, LINE ChatBot, based on the Artificial Intelligence Markup Language (AIML), in order to improve speaking and listening ability among learners. A total of 73 students were invited to participate in learning acti...
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The outbreak of the two-year corona virus has made a great difference on existing methods of learning and instruction. Online education has become a crucial role to maintain non-stop learning after the post-epidemic period. The advanced technologies and growing popularity of network equipment have made it easy to deploy remote connections. However,...
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Engagement forecasts positive education outcomes such as learning and skills development. Business simulation games (BSGs) are linked to skills development, and the flipped classroom is acknowledged as a successful approach for encouraging student-centered learning through engagement. This study investigated the impact of BSGs in a flipped classroo...
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Students often face difficulties and experience negative emotions toward second language learning. The affective tutoring system (ATS) is a next-generation learning approach that can detect the affective status of learning to increase performance. Therefore, for the purposes of this study, an innovative affective mobile language tutoring system (AM...
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Online learning has been widely discussed in education research, and open educational resources have become an increasingly popular way to help learners acquire knowledge. However, these resources contain massive amounts of information, making it difficult for learners to identify Web articles that refer to computer science knowledge. This study de...
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Despite the multiple deep knowledge tracing (DKT) methods developed for intelligent tutoring systems and online learning environments, there exists only a few applications of such methods in educational computer games. One key challenge is that a player may deploy several interweaved and overlapped skills during gameplay, making the assessment task...
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Cross-cultural learning projects were carried out in learning environments created using Web 1.0 or Web 2.0 technologies in previous related studies. However, such environments have a limited ability to provide learners with immersive learning experiences of a foreign culture and fail to make them feel virtually present in a foreign cultural contex...
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To echo the United Nations formulated Sustainable Development Goals (SDGs), SDG 4 is to ensure inclusive and equitable quality education and promote lifelong learning opportunities for all. Furthermore, high-quality education is the base on which human lives can be improved and sustainable development can be accomplished. Therefore, the affective e...
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Mutual learning between teachers and their colleagues plays a vital role in their professional growth. However, previous studies show that collaborative teacher learning tends to be confined to small groups, and that it is difficult to make it explicit, showcase, or transfer teachers’ tacit knowledge. This study explores this problem by creating a...
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In traditional schools, where education and teaching tend to be subject-oriented, the standardization of the teaching materials of health education courses would be obscurely related to know-how of daily life. This frustrates the learners from developing the awareness of engagement, thereby decreasing their willingness to acquire new information or...
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Tessaratoma papillosa (Drury) first invaded Taiwan in 2009. Every year, T. papillosa causes severe damage to the longan crops. Novel applications for edge intelligence are applied in this study to establish an intelligent pest recognition system to manage this pest problem. We used a detecting drone to photograph the pest and employed a Tiny-YOLOv3...
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Not many review studies have explored the theoretical foundation of cross-cultural learning or the curricula in the research they were reviewing. Furthermore, some review studies only superficially discussed the methodology and findings of the reviewed articles. To address these issues, we reviewed twenty-three studies on technology-supported cross...
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This paper aims to investigate the antecedents of how crowdfunded projects succeed over crowdsourcing platforms (CFPs) on the Internet. As CFPs make quite a large number of open innovations feasible, little is known about knowledge sharing and cross-project learning (CPL) in association with the success of crowdfunded projects. No study has conside...
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A significant amount of educational data mining (EDM) research consider students’ past performance or non-academic factors to build predictive models, paying less attention to students’ activity data. While procrastination has been found as a crucial indicator which negatively affects performance of students, no research has investigated this under...
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With the rapid development of science and technology, consumers are used to searching online for evaluations before purchasing products. Manufacturers can also utilize such information like users’ usage habits, browsed websites, comments, messages, etc. to formulate marketing strategies suitable for their products. Several researches developed opin...
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Reading comprehension is one of the English language abilities for academic learning and as a crucial component of lifelong learning. Through reading, students will develop themselves and achieve progress in every aspect of their life. Referring to the importance of reading, appear the question of how to improve students’ reading comprehension skil...
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This study aims to investigate whether the feedback designed based on EEG (electroencephalography) signals and mind-mapping contributes to student attention, performance, and self-efficacy. The EEG headset was used to collect and measure the participant’s attention levels. This study uses a mixed-methods of quasi-experimental design. The participan...
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There has been an ongoing proliferation of online articles and other materials on the World Wide Web for e-learning. Although a generic search engine can be used to find materials in a subject domain (for example, computer science,) the search results often have advertising, media, and news mixed in. To improve the search quality, in this study an...
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The Science, Technology, Engineering, Arts, and Math (STEAM) has become the buzzword in the field of education. Many studies have revealed the importance of STEAM education and proposed different strategies to enhance it, nevertheless, these strategies are not in perfect alignment with five disciplines of STEAM. Therefore, this study proposed an as...
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This study uses learn, use, practice, design, apply/analyze (LUPDA) theory to combine science, technology, engineering, art, and math (STEAM) and computational thinking (CT) concepts to develop assessment principles. The STEAM teaching activity designs and implements an artificial intelligence (AI) webcam game with micro:bit technology, AI computer...
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This paper examines a method which can be used by instructors pursuing innovative methods for language teaching, which expands learners’ motivation in second language learning. Computational thinking (CT) is a problem-solving skill which can motivate students’ English language learning. Designing a learning activity which integrates CT into English...
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In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in the low application of acquired knowledge and hinders students from gaining hands-on experience and a sense of accomplishment through courses, thereby lowering the learners’ engagement and willingness to learn....
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The rapid development of technologies such as tablet PCs and 4G/5G networks has further enhanced the benefits of mobile learning. Although mobile devices are convenient and provide a variety of learning benefits, they are unable to improve students’ learning outcomes without an appropriate learning strategy. Furthermore, little research has been co...
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Despite an increasing consensus regarding the significance of properly identifying the most suitable clustering method for a given problem, a surprising amount of educational research, including both educational data mining (EDM) and learning analytics (LA), neglects this critical task. This shortcoming could in many cases have a negative impact on...
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In this paper, the issue of content placement in multiple Cloud Radio Access Networks (CRANs) is addressed. In a CRAN, the contents are placed into the facilities of remote radio heads (RRHs) and baseband unit (BBU) pools to improve the performance of the content transmission. We aim to approach the objective of minimizing the total cost of content...
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Scholars suggest that not every student completely comprehends the content of a lecture in a foreign language as the medium of instruction, especially in the case of those with low language ability. To facilitate comprehension of lectures in a foreign language, learning content was presented to students in multiple modalities; that is, in addition...
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In this study, we carried out an online cross-cultural learning activity supported by speech-enabled language translation technology on a social network service with representatives from 13 nationalities. The participants were assigned into two groups: Group I discussed the traditions and related culture of interest whereas Group II discussed tradi...
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Prediction of students' performance has been reported as a vital task which enables educators to take necessary actions to improve students’ learning. Numerous studies have concluded that students with lower procrastination tendencies archive more compared to those with higher procrastination tendencies. In this study, a new method is proposed to p...
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In recent years, Internet of Things (IoT) technology has brought many applications and developments for wearable devices, and the use of non-invasive electroencephalography (EEG) instruments to measure attention has been a topic of discussion. However, the correlation between attention and cognitive load has rarely been analyzed by data mining. For...
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A vocabulary acquisition learning activity was designed and a learning system featuring image-to-text recognition technology to support the activity was developed. The effectiveness of the system with regard to facilitating vocabulary acquisition was tested. The perceptions of learners toward this tool and the affordances of the system for vocabula...
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Manufacturing content knowledge is an important part for Mechanical Engineering Students. In Taiwan, two path for high school students to learn mechanical engineering content, general high school or technique high school. For technique high school students, they would learn basic mechanical engineering content through practical course and lecture i...
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Virtual learning can provide an environment to reduce the waste of test material and immersive. Currently, the welding technique also uses the virtual learning environment for training skills. The contest integrating learning technology for developing a mobile application by students, such as Augmented Reality, virtual Reality. In the contest, stud...
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In this study, artificial intelligence and image recognition technologies are combined with environmental sensors and the Internet of Things (IoT) for pest identification. Real-time agricultural meteorology and pest identification systems on mobile applications are evaluated based on intelligent pest identification and environmental IoT data. We co...
Book
This book constitutes the refereed proceedings of the Second International Conference on Innovative Technologies and Learning, ICITL 2020, held in Porto, Portugal, in November 2020. The 65 full papers presented together with 2 short papers were carefully reviewed and selected from 127 submissions. The papers are organized in the following topical s...
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The immersion of virtual reality (VR) has transcended the existing experience of multimedia teaching. This paper aims to design a virtual reality eye tracker device to analyze the cognitive process of program debugging by adopting virtual reality technology to build a 3D code rendering system and, at the same time, using eye tracking technology to...
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Most researches of emotion recognition focus on single person information. However, everyone's emotions will affect each other. For example, when the teacher is angry, the student's nervousness will increase. But the facial expression information of the light single is already quite large. It means that group emotion recognition will encounter a hu...
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Scientific literacy is considered a crucial part of learners’ basic capacities. In primary schools, scientific literacy is generally cultivated through the implementation of a natural science curriculum, in which botany is an essential course. To enhance learning effectiveness, learning activities that involve observing specific plants and carried...
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In this study, we applied speech-enabled language translation (SELT) during lectures in a foreign language. The SELT program received input from the instructor’s speech and generated translated texts that were shown to students during lectures. We tested the feasibility of our approach specifically with regard to how it facilitates student attentio...
Book
This book constitutes the refereed proceedings of the Second International Conference on Innovative Technologies and Learning, ICITL 2019, held in Tromsø, Norway, in December 2019. The 85 full papers presented together with 4 short papers were carefully reviewed and selected from 189 submissions. The papers are organized in the following topical se...
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In this paper, we report an effective facial expression recognition system for classifying six or seven basic expressions accurately. Instead of using the whole face region, we define three kinds of active regions, i.e., left eye regions, right eye regions and mouth regions. We propose a method to search optimized active regions from the three kind...
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As technology advances, paper-based text is transitioning to e-books, and this affects every aspect of educational practices. Fostering student literacy is critical to success. Reading ability is an important skill that allows young students to acquire knowledge. Several researchers have noted that fluency is highly correlated with reading comprehe...
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As advanced technology emerges into learning, leaning behavior has changed from printed books to e-books with diversified teaching plans, such as picture e-books. Although past research regards picture e-books as successful and effective for children, some studied have reported that the electronic feature may negatively affect children. Briefly, as...
Chapter
Brainwaves are the signals produced by the activities of nerve cells in the human brain. When recorded and shown on scientific instruments, they have the appearance of a wave, thus earning it its name. This study was conducted by wearing a non-invasive head-mounted brainwave detecting instrument to measure the attention level of students when atten...
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In recent years, the learning style of modern distance education has been more and more popular among the learners. However, the learner’s emotion is often ignored during the distance education learning process. In this paper, the study purpose is mainly concerned with how to effectively recognize the emotion through the way of using facial express...
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We proposed speech‐enabled language translation (SELT) technology that consists of speech‐to‐text recognition (STR) and computer‐aided‐translation (CAT) systems to support intercultural communication. When the participants spoke in their native languages, the STR system generated texts from their voice input, and the CAT system translated the STR‐g...
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This study explores the effects of immersive VR on an individual’s creativity and factors related to creativity including flow, attention and meditation (i.e., mental relaxation or stress). Sixty undergraduate students were invited to participate in an open-ended challenge to design a wearable technology functioning as a smart phone individually, e...
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Digital storytelling has been shown to be an effective tool in achieving learner autonomy during language learning. Studies have focused on providing students with multimedia authoring tools for unbinding their imagination when developing stories, but the complexity of digital story construction still presents a number of challenges to students. An...
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p class="3">With the advances in mobile network technology, the use of portable devices and mobile networks for learning is not limited by time and space. Such use, in combination with appropriate learning strategies, can achieve a better effect. Despite the effectiveness of mobile learning, students’ learning direction, progress, and achievement m...
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Classroom is a professional field of teaching and learning. After going to classrooms, teachers have to face curriculums, each student, and other dimensions and needs. Besides careful management, adjustment of teaching strategies should be considered according to individual difference, and this can achieve win–win relationship between teachers and...
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Screen-based reading with e-books, which leverages technology in order to create pertinent learning experiences for all students, has become more acceptable to digital natives. Notably, before e-books are widely adopted in academic learning, the visual burden of students during reading activities should be considered. This investigation thus examin...
Book
This book constitutes the refereed proceedings of the First International Conference on Innovative Technologies and Learning, ICITL 2018, held in Portoroz, Slovenia, in August 2018. The 66 revised full papers presented together with 4 short papers were carefully reviewed and selected from 160 submissions. The papers are organized in the following t...