Su-Ting Yong

ORCID: 0000-0001-5910-6721
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Teaching and Learning Programming
  • Innovative Teaching and Learning Methods
  • Online Learning and Analytics
  • Impact of Technology on Adolescents
  • Online and Blended Learning
  • Innovative Teaching Methods
  • Digital Games and Media
  • Gender and Technology in Education
  • Mobile Learning in Education
  • Grit, Self-Efficacy, and Motivation
  • Discourse Analysis in Language Studies
  • Video Analysis and Summarization
  • Intelligent Tutoring Systems and Adaptive Learning
  • Psychological and Educational Research Studies
  • Engineering Education and Curriculum Development
  • Language, Discourse, Communication Strategies
  • Child Development and Digital Technology
  • Higher Education and Employability
  • Healthcare Education and Workforce Issues
  • Learning Styles and Cognitive Differences
  • Higher Education Learning Practices
  • EFL/ESL Teaching and Learning
  • Education, Achievement, and Giftedness
  • Multimedia Communication and Technology

University of Nottingham Malaysia Campus
2013-2023

Ludong University
2006-2014

Curtin University Sarawak
2005

Xiaomi (China)
2003

Zen-Noh (Japan)
2001

The aim of this study was to explore the pre-university students' experience in using digital technology and investigate if they are classified as Digital Native.Data collected a questionnaire 135 students participated study.It found that female expressed more frequent use cell phone for calling/ texting listen music, compared male students.However, play computer games often than students.It also heavy Internet users most them have full access smart phone, mobile broadband...

10.7763/ijeeee.2014.v4.311 article EN International Journal of e-Education e-Business e-Management and e-Learning 2014-01-01

The purpose of this study was to explore the potential use digital games in learning mathematics at secondary school level Malaysia. Three students, three teachers and parents were interviewed study. All participants asked for their views experiences mathematics, technology usage mathematics. results suggested that students supportive positive towards computer Nevertheless, preferred conventional teaching approach, which they recognized personal communication socialization as a significant...

10.17083/ijsg.v3i4.112 article EN cc-by-nc-nd International Journal of Serious Games 2016-12-21

With the advancement of information technology, Building Information Modeling (BIM) is evolving fast and play an essential role in Architecture, Engineering, Construction, Owner Operators (AECOO) industry. Universities important current BIM transition construction projects as well to embrace Industry 4.0. In this research, immersive Virtual Reality (VR) offer a unique, supportive environment for user experience visualizing collecting data from model. (VR), engineering education has major...

10.3991/ijim.v14i06.13397 article EN International Journal of Interactive Mobile Technologies (iJIM) 2020-04-17

Work-integrated learning (WIL) is a pedagogical activity designed to enhance the integration of theoretical knowledge and practical skills in an authentic context. WIL typically accomplished through work placement, but non-placement potentially promising. In this study, programme was incorporated into chemical engineering final year projects. The students worked on industrial problems without placement. purpose study investigate work-related learned programme. A qualitative dominant...

10.1016/j.sajce.2023.12.008 article EN cc-by South African Journal of Chemical Engineering 2023-12-29

This article explores the potential use metacognitive skills learned in computer games to teach mathematics. study explored similarities and differences learning of between mathematics education. A mixed-methods approach was employed which a quantitative survey (students, n=174) qualitative interview (six teachers, eight students) were administered concurrently at two secondary schools Malaysia. Data collected has shown that there is no direct explicit connection contexts. In games, pupils...

10.4018/ijgbl.2019010101 article EN International Journal of Game-Based Learning 2018-12-14

This study explored the gaming principles that fitted well in theory of learning good computer games and attempted to incorporate those into mathematics education. A qualitative dominant mixed methods approach was employed, which interviews [eight students, six teachers eight parents] quantitative surveys [students, n = 174] were administered concurrently explore participants' thoughts beliefs about education games. Initially, identified compared with existing classroom setting. Then, a...

10.1080/0020739x.2020.1744754 article EN International Journal of Mathematical Education in Science and Technology 2020-04-16

This study explored students’ motivation and difficulties in learning programming a blended environment. The face-to-face classroom instructions were with digital instructions. adopted convergent parallel design mixed methods research involved 209 pre-university students. findings as follows: (i) Looping was hard. Students faced program design, problem-solving, debugging of repetition structures. (ii) prior experience more motivated to learn by innate psychological needs: autonomy...

10.4018/ijicte.301276 article EN International Journal of Information and Communication Technology Education 2022-04-12

The purpose of this study was to explore gender differences among digital native students in mathematics learning and gaming. A quantitative dominant mixed methods approach employed which surveys [174 students] qualitative interviews [eight students, eight parents six teachers] were administered concurrently. Data collected has revealed that are characterized as natives do not portray a significant gap technology usage. Nevertheless, males females tend demonstrate their characteristics...

10.4018/ijvple.2017070102 article EN International Journal of Virtual and Personal Learning Environments 2017-07-01

This article explores how motivation in computer games could be integrated into mathematics education. The scope of the study was confined to four dimensions, namely challenge, control, complexity and collaboration. A phenomenology conducted with purpose obtain a common understanding nine teachers 11 students about education, particularly focusing on teaching practices learning difficulties mathematical problem-solving. Qualitative interviews have revealed that existing education is built...

10.4018/ijicte.2018100106 article EN International Journal of Information and Communication Technology Education 2018-08-22

The aim of this study was to explore the feasibility deploying digital game-based learning in Mathematics education among a group Malaysian secondary students. A mixed methods approach employed which quantitative survey [175 students] and qualitative interview [8 students, 8 parents 6 teachers] were administered concurrently. Data collected revealed that students' attitudes with games are significantly influenced by their interest Mathematics, types played, duration gameplay. Students prefer...

10.1109/have.2019.8921018 article EN 2019-10-01

The aim of this study was to explore how university foundation students perceive the use digital games in learning mathematics. Data collected using an online questionnaire and 209 participated study. used students’ gaming experience attitude towards mathematics with games. It found that most liked play different types Males preferred playing more traditional male genres namely sport, racing, shooter, action adventure, role strategy As for females, they generally puzzle simulation...

10.17083/ijsg.v3i2.113 article EN cc-by-nc-nd International Journal of Serious Games 2016-06-28

The level of test anxiety in mathematics subjects among early undergraduate students at University Nottingham Malaysia Campus is studied this paper. sample consists 206 taking several modules who completed the questionnaires on just before they entered venue for midterm exams. data include differences context academic levels, gender groups and nationality backgrounds. measured using seven Likert questionnaire statements adapted from Test Anxiety Inventory describing one's emotional feeling...

10.1080/03043797.2012.742867 article EN European Journal of Engineering Education 2013-02-22

This study explored students' perceptions of a flipped classroom for an introductory programming class. Students were required to watch video lectures and read lecture notes in advance (pre-class self-study) prepare themselves the in-class tutorials. A mix-methods approach was employed: quantitative survey (n=204) qualitative interview (n=7) administered simultaneously. The results suggested that students are not fully ready classroom. Most still prefer face-to-face activities have positive...

10.4018/ijvple.2021010102 article EN International Journal of Virtual and Personal Learning Environments 2020-11-30

Virtual Reality is an emerging technology for immersive learning. A Organ Bath Lab (VROBL) simulating the physical pharmacology laboratory practical was developed to help students comprehend complex pharmacological principles. The study aimed investigate impact of VROBL adoption as a pre-laboratory experience on student learning experience, knowledge, and confidence levels. An

10.22492/issn.2186-5892.2024.165 article EN Asian Conference on Education official conference proceedings/ACE 2024-01-28

A study was conducted to explore student self-efficacy, motivation, and performance in learning programming online. questionnaire administered 132 students a Foundation Engineering programme using the Computer Programming Self-Efficacy Scale Intrinsic Motivation Inventory. Then, exam Moodle logs were used complement findings. Data collected revealed that with prior knowledge had more self-efficacy simple complex concepts. Students mainly motivated learn by interest value. performed better...

10.4018/ijvple.295305 article EN International Journal of Virtual and Personal Learning Environments 2022-01-21

The scientificity of pedagogy has been bothering scholars since its beginning. reason debate about or nonscientificity for more than two hundred years exists in the different understandings science. development science is historical and dynamic. It goes through four complicated transformations: knowledge hierarchy, social activities, community organization modern system science, which demonstrates breadth depth changes. without saying that a from perspective traditional At same time, owns...

10.1016/j.sbspro.2014.01.1387 article EN Procedia - Social and Behavioral Sciences 2014-03-01

Learning programming in an example-based learning condition is beneficial to learners with low prior knowledge. This study explored digital worked example (DWE) instructional explanation promote completion strategy and faded (FWE) using screencast technology self-explanation activity. Digital (DWE), integrated explanation, a complete program that written C-IDE saved as C source file for run modify view the output. Fading designed support interactivity screencast; displays steps solve...

10.35940/ijrte.c1126.1083s219 article EN International Journal of Recent Technology and Engineering (IJRTE) 2019-12-10

This was a phenomenology study that explored the potential use of gaming principles in classroom teaching. Eight secondary school students were interviewed. The aim interviews to investigate students' experience and perceptions about gaming. motivations (i.e. principles) behind gameplay identified these pushed into Data collected has revealed like play computer games mainly due role-playing task virtual social interaction. Learning from context, collaborative activities should be adopted...

10.1109/tale.2017.8252372 article EN 2017-12-01

Sure, they can fix a computer or write software program, but today's IT pros must be well schooled in more than the technology basics.

10.1145/1029383.1029384 article EN Ubiquity 2004-09-01
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