Browsing by Author "Lee, Jiunde"
Now showing 1 - 4 of 4
- Results Per Page
- Sort Options
Item type:Item, Information-conveying approaches and cognitive styles of mental modeling in a hypermedia-based learning environment(2008-02-15) ;Lee, Jiunde ;Boling, Elizabeth ;傳播研究所Institute of Communication StudiesThe increasing spread of Internet technology has highlighted the need for a better understanding of the fundamental issues concerning human users in a virtual space. Despite the great degree of navigational freedom, however, not all hypermedia users have the capability to locate information or assimilate internal knowledge. Research findings suggest that this type of problem could be solved if users were able to hold a cognitive overview of the hypermedia structure. How a learner can acquire the correct structural knowledge of online information has become an important factor in learning performance in a hypermedia environment. Variables that might influence learners' abilities in structuring a cognitive overview, such as users' cognitive styles and the different ways of representing information, should be carefully taken into account. The results of this study show that the interactions between information representation approaches and learners' cognitive styles have significant effects on learners' performance in terms of structural knowledge and feelings of disorientation. Learners' performance could decline if a representational approach that contradicts their cognitive style is used. Finally, the results of the present study may apply only when the learner's knowledge level is in the introductory stage. It is not clear how and what type of cognitive styles, as well as information representation approaches, will affect the performance of advanced and expert learners.Item type:Item, The Effects of Quest Types and Gaming Motivations on Players' Knowledge Acquisitions in an Online Role-Playing Game Environment(2009) ;Lee, Jiunde ;Chao, Chih-Yi ;傳播研究所Institute of Communication StudiesThe study explores how the design of quest types and different players' gaming motivations might affect knowledge acquisitions in an online role-playing game environment. An experiment was conducted to collect data. The results showed that "immersion motivation" had the most significant influence on knowledge acquisitions. The bounty-collection quest significantly affected the procedure knowledge Of Subjects with high immersion motivation, whereas the fed express quest affected declarative knowledge of subjects with high immersion motivation.Item type:Item, The effects of visual metaphor and cognitive style for mental modeling in a hypermedia-based environment(2007-12-01) ;Lee, Jiunde ;傳播研究所Institute of Communication StudiesWith the exponential growth of Internet technology, the notion of users' cognition when navigating such a vast information space has gained prominence. Studies suggest that metaphors can serve as effective tools to scaffold users' mental modeling processes. However, how users conceive of the metaphorical aid (as opposed to simply how they perceive it) remains questionable. Cognitive style, or the user's preferred way of information processing, has thus been posited as a possible factor affecting the success of the metaphorical approach in a hypermedia environment. This study explores the effects of visual metaphors and cognitive styles on users' learning performances in terms of structural knowledge and feelings of disorientation. The results indicate that a visual metaphor could improve the quality of mental formation, yet simultaneously increase users mental load during navigation. In addition, cognitive style is a crucial factor that can significantly affect users' learning performance. (c) 2007 Elsevier B.V. All rights reserved.Item type:Item, The Impact of Social Context and Personality Toward the Usage of Stickers in LINE(2016) ;Chang, Ya-Chiao ;Lee, Jiunde ;交大名義發表National Chiao Tung UniversityInstant Messenger is a social media which is focused on communication. The aim of system is to enhance relationships of acquaintances. Stickers of Instant Messenger are popular with persons, so there is a big business opportunity in the design market of the stickers. The main findings are as follows: the impact of social context and personality toward the usage of stickers in Instant Messenger are significant. Persons use the most of stickers in chat contexts, and persons use the fewest of stickers in business contexts. Furthermore, high extraversion persons use more stickers than low extraversion persons. In business contexts, high extraversion and low neuroticism persons use more stickers than low extraversion and high neuroticism persons. The most usage of sticker is emotion type, the second are atmosphere and personality type, appearance and story type are used the least.