Yu-Hsuan Lin

ORCID: 0000-0003-1900-8566
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About
Contact & Profiles
Research Areas
  • Augmented Reality Applications
  • Educational Games and Gamification
  • Virtual Reality Applications and Impacts
  • Innovative Teaching and Learning Methods
  • Education and Learning Interventions
  • Mobile Learning in Education
  • Innovative Teaching Methods
  • Online Learning and Analytics
  • Online and Blended Learning
  • Educational Research and Pedagogy
  • Environmental Education and Sustainability
  • 3D Surveying and Cultural Heritage
  • Artificial Intelligence in Healthcare and Education
  • Human Motion and Animation
  • Teaching and Learning Programming
  • Experimental Learning in Engineering
  • Learning Styles and Cognitive Differences
  • Education and Technology Integration
  • Creativity in Education and Neuroscience
  • Hospitality and Tourism Education
  • Visual and Cognitive Learning Processes
  • Engineering Education and Technology
  • Flow Experience in Various Fields
  • Architecture and Computational Design
  • Edcuational Technology Systems

National University of Tainan
2017-2024

National Central University
2023

National Taitung University
2023

National Pingtung University of Science and Technology
2021-2023

University of Illinois Chicago
2002

In traditional schools, where education and teaching tend to be subject-oriented, the standardization of materials health courses would obscurely related know-how daily life. This frustrates learners from developing awareness engagement, thereby decreasing their willingness acquire new information or skill. Therefore, in this study, a board game assimilating augmented reality (AR) into is presented. It associates card game, slides, learning sheets gamification model with experience; proposes...

10.3390/su13063333 article EN Sustainability 2021-03-17

In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in low application acquired knowledge and hinders students from gaining hands-on experience a sense accomplishment through courses, thereby lowering learners’ engagement willingness learn. study designed board game integrated with augmented reality (AR) for education; incorporated card-game, slides, learning-sheets (CSLS) gamification teaching model into...

10.3390/electronics9111752 article EN Electronics 2020-10-22

In today’s digital age, where smartphones are ubiquitous among the younger generation, they can add to cognitive load on brain, even when not in use. This affect students’ learning outcomes and creativity, leading negative emotions or creativity blocks during process. Thus, this study investigates relationship between differences styles their motivation, outcomes, satisfaction. The primary objective is use STEAM-6E instructional model virtual reality (VR) courses understand how students with...

10.3390/su15076269 article EN Sustainability 2023-04-06

As technology advances, mobile devices have gradually turned into wearable devices. Furthermore, virtual reality (VR), augmented (AR), and mixed (MR) are being increasingly applied in medical fields such as education training, surgical simulation, neurological rehabilitation, psychotherapy, telemedicine. Research results demonstrate the ability of VR, AR, MR to ameliorate inconveniences that often associated with traditional care, reduce incidents malpractice caused by unskilled operations,...

10.6224/jn.000078 article EN PubMed 2017-12-01

This study presents the design of a multimodal ubiquitous learning application (MULA) with different augmenting effects for enhancing English as Foreign Language (EFL) academic writing instruction. In pilot project, 17 undergraduates engaged in and at green building provided survey responses interview feedback about their experience. The results were categorized into perceptions (a) mode, (b) effective facilitation, (c) motivation, self-efficacy, attitude, (d) self-regulation, (e) system...

10.1080/14626268.2021.1885449 article EN Digital Creativity 2021-02-22

COVID-19 has resulted in the increased use of distance learning around world. With advancement information technology, traditional classroom teaching gradually integrated Internet and methods. Students need to be able learn on their own a environment, so ability self-regulate environment cannot ignored. However, previous studies self-regulated learning, most learners alone. When they have academic doubts, obtain help support from studies, resulting reduced outcomes. This study uses peer...

10.3390/su15054501 article EN Sustainability 2023-03-02

At the University of Illinois at Chicago's Electronic Visualization Laboratory, we use virtual reality technology to complement real-world experiences rather than replace them. For more two years, we've been deploying ImmersaDesk applications in a Chicago-area elementary school. We want know whether these environments (VEs) help children make sense mathematics and scientific phenomena. If so, can educators adapt them realities school learning teaching? Our experience indicates that VR...

10.1109/mcg.2002.10007 article EN IEEE Computer Graphics and Applications 2002-08-07

At the University of Illinois at Chicago's Electronic Visualization Laboratory, we use virtual reality technology to complement real-world experiences rather than replace them. For more two years, we've been deploying ImmersaDesk applications in a Chicago-area elementary school. We want know whether these environments (VEs) help children make sense mathematics and scientific phenomena. If so, can educators adapt them realities school learning teaching? Our experience indicates that VR...

10.1109/38.988740 article EN IEEE Computer Graphics and Applications 2002-01-01

This study developed a mobile 3D Martial Arts image learning system through Mobile Virtual Reality technology with Google Cardboard and so that it can provide free observation angle, then incorporated this into flipped-classroom curriculum. With the VR Learning system, learners could watch immersive 360-degree clips using viewer to learn Arts, furthermore Fitts Posner's three-stage theory of motor skill was applied to. Our aim increase learners' interest motivation achieve higher levels...

10.1109/icasi.2017.7988228 article EN 2017-05-01

ABSTRACTTechnical culinary skills are fundamental competencies for professional chefs. Consequently, demonstrating and enhancing these pose significant challenges within education. This study aims to develop a virtual reality (VR) system skill development assess its effectiveness when integrated into hospitality internship curriculum. The participants comprised 82 undergraduate management majors. collected students’ learning scores performance data before after the VR course. Statistical...

10.1080/14703297.2023.2287583 article EN Innovations in Education and Teaching International 2023-11-28

Flipped classroom is one of the important teaching modes among many novel methods in recent years, students watch video pre-class. However, if cannot focus on pre-class learning or have problems with content, effect will be less than expected. Therefore, this research proposes a flipped combined WPAQ model extended by WSQ to carry out programming courses, allowing perform peers online before class and jointly complete tasks lists, share them summary content enhance effectiveness. The results...

10.1080/14703297.2022.2086150 article EN Innovations in Education and Teaching International 2022-06-13

Computer programming is essential nowadays but still challenging to learn due its invisible thinking. Current environments are mostly designed for operating on computers directly concrete programming, this approach lacks the support clarifying learners' thinking processes. On other hand, using paper and pens shows usability in developing creative thinking, it cannot help verify results nature. To benefit from both computers, we developed an interactive learning environment consisting of a...

10.1080/10494820.2023.2212709 article EN Interactive Learning Environments 2023-05-17

Distance learning becomes the new trend of development. When learners conduct distance learning, features and free status make it easy for students to become distracted or unfocused in their learning. Therefore, design a material with cues based on “Central Cue” “Peripheral from “Attentional Cuing Paradigm” explore two that represent “endogenous” “exogenous” attentional cueing by using multimedia video check whether can effectively enhance focus target area interest (AOI) impact achievements...

10.3389/feduc.2022.918471 article EN cc-by Frontiers in Education 2022-07-01

With the advent of COVID-19 post-epidemic era, human life has gradually transformed into a new form: less contact, avoiding dining together and reducing open shared spaces. The traditional lifestyle interaction, cultural participation, sharing emotions changed, this become issue that needs to be resolved. This project aims develop naked-vision multi-level optical projection system as carrier construct catering field. We projected beautiful images solar terms, poetry, natural scenery on...

10.54941/ahfe1003256 article EN AHFE international 2023-01-01
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