Jiaming Cheng

ORCID: 0000-0003-0464-2679
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About
Contact & Profiles
Research Areas
  • Online and Blended Learning
  • Innovative Teaching and Learning Methods
  • Educational Games and Gamification
  • Online Learning and Analytics
  • Education and Technology Integration
  • Mobile Learning in Education
  • Higher Education Practises and Engagement
  • Innovative Teaching Methods
  • Media, Gender, and Advertising
  • Education and Learning Interventions
  • Functional Brain Connectivity Studies
  • Folklore, Mythology, and Literature Studies
  • Technology-Enhanced Education Studies
  • Virtual Reality Applications and Impacts
  • E-Learning and COVID-19
  • Collaborative Teaching and Inclusion
  • Mental Health Research Topics
  • Educational Environments and Student Outcomes
  • Gothic Literature and Media Analysis
  • Social Robot Interaction and HRI
  • Psychological and Temporal Perspectives Research

Liaoning Normal University
2020-2024

Texas Tech University
2020-2021

Chinese University of Hong Kong, Shenzhen
2021

Syracuse University
2019

The purpose of this study was to investigate: (a) the characteristics online students’ cognitive presence in a peer-facilitated discussion environment, and (b) peer facilitation techniques that enhance development. In study, we examined 738 messages. Analytic methods included both qualitative quantitative content analysis. findings revealed although detected most messages, they aggregated at lower level. involvement facilitators found correlate with higher-level presence. addition, types...

10.24059/olj.v23i1.1348 article EN cc-by Online Learning 2019-03-01

Abstract This study explored two different ways for K‐12 school teachers to access educational makerspace through virtual fieldtrips. from rural areas of the Southeast USA were divided into groups. The experimental group ( n = 48) drove telepresence robots take their fieldtrip, while comparison 23) watched same fieldtrip a recorded video. Analyses quantitative and qualitative data, collected surveys written reflections, showed that reported significantly higher scores in embodiment, social...

10.1111/bjet.13225 article EN British Journal of Educational Technology 2022-04-30

A call for educational reform motivated this school system to devise an enhanced version of STEM in their middle school. This case provides rich descriptions how eighth grade teachers, from multiple disciplines, enacted a STEAM team model that integrated Language Arts into STEM. These teachers were systematically studied during field observations 100+ class sessions using what they referred as transdisciplinary co-teaching, flexible scheduling, and types physical spaces further engage...

10.46328/ijemst.1017 article EN International Journal of Education in Mathematics Science and Technology 2020-12-13

This study reports the development and validation of Online Learning Readiness Self-Check (OLRSC), a self-report survey designed to examine nontraditional students' readiness for online learning. A total 505 prospective learners with diverse background participated in study. Data from 252 randomly selected participants were used conduct exploratory factor analysis, which extracted six factors learning readiness. remaining 253 confirmatory supported six-factor structure OLRSC reduction 39 23...

10.1080/01587919.2021.1986370 article EN Distance Education 2021-10-02

Student-student interaction can benefit learning as well provide a sense of community in online courses. Blogging is common approach to opportunities for students communicate with each other. This study used Social Network Analysis depict commenting behaviour between an graduate-level course. By examining the weekly data, results revealed how students’ behaviours changed during semester. Student participation and blogging activity was influenced by various pedagogical elements that were...

10.1177/2042753020954971 article EN E-Learning and Digital Media 2020-09-03

This study explored how to effectively apply gamification design principles improve the quantity and quality of online discussions. Based on a game framework: Playing Experience Needs Satisfaction (PENS), two specific principles, (1) aligning awards with performance expectations (2) weighing based task challenging levels, were applied in discussion forums graduate level course. Data student activities collected from baseline (non-gamified) version course gamified version. Both quantitative...

10.37120/ijttl.2020.16.2.01 article EN International Journal of Technology in Teaching and Learning 2020-01-01

10.3102/1437265 article EN cc-by Proceedings of the 2019 AERA Annual Meeting 2019-01-01

A lack of student questioning is faced by many universities, where a large lecture common practice. Emerging technologies bring about possibilities to fill this gap. This study followed constructivist learning theory and used digital canvas as Digital Question Board (DQB) for students freely pose questions respond using mobile technology. mixed-methods with quasi-experiment was conducted investigate its effect. The in two sections an introductory research methodology course comprehensive...

10.1080/10494820.2021.2007135 article EN Interactive Learning Environments 2021-11-24

Frankenstein: or, The Modern Prometheus which was published in 1818 is the best-known work of Mary Shelley, wife Percy Shelley.Mary one most significant female writers during period English Romanticism from late eighteenth century to early nineteenth century.As an influential Gothic novel, Frankenstein aroused widespread attention around whole world.It still considered as model novel and first true science fiction nowadays.Since this embodies a lot ecofeminist values appeal harmonious...

10.2991/assehr.k.210609.120 article EN cc-by-nc Advances in Social Science, Education and Humanities Research/Advances in social science, education and humanities research 2021-01-01
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