Browsing by Author "Lin, Yu-Wen"
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Item type:Item, Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning(2017-03) ;Cheng, Meng-Tzu ;Lin, Yu-Wen ;She, Hsiao-Ching ;Kuo, Po-Chih教育研究所Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify whether, and to what extent, immersion affects science learning through serious gaming by using the techniques of cluster analysis. A total of 63 seventh-grade students participated in the study, and a quasi-experimental research design was employed. The results demonstrated that the students gained a holistic understanding of the relevant scientific concepts because their performances on the scenario-based science assessment were significantly improved across serious gameplaying occasions, and the effect of learning was retained long term. Moreover, serious gaming provided students with the experience of immersion insofar as the students indicated a greater degree of immersion in the game over time. Furthermore, two core clusters presenting meaningful patterns, high gaming performance/high immersion and high science learning/low immersion, were revealed. Finally, various interpretations and implications of the obtained data are discussed.Item type:Item, Is immersion of any value? Whether, and to what extent, game immersion experience during serious gaming affects science learning(2017-03) ;Cheng, Meng-Tzu ;Lin, Yu-Wen ;She, Hsiao-Ching ;Kuo, Po-Chih教育研究所Many studies have shown the positive impact of serious gaming on learning outcomes, but few have explored the relationships between game immersion and science learning. Accordingly, this study was conducted to investigate the effectiveness of learning by playing, as well as the dynamic process of game immersion experiences, and to further identify whether, and to what extent, immersion affects science learning through serious gaming by using the techniques of cluster analysis. A total of 63 seventh-grade students participated in the study, and a quasi-experimental research design was employed. The results demonstrated that the students gained a holistic understanding of the relevant scientific concepts because their performances on the scenario-based science assessment were significantly improved across serious gameplaying occasions, and the effect of learning was retained long term. Moreover, serious gaming provided students with the experience of immersion insofar as the students indicated a greater degree of immersion in the game over time. Furthermore, two core clusters presenting meaningful patterns, high gaming performance/high immersion and high science learning/low immersion, were revealed. Finally, various interpretations and implications of the obtained data are discussed.Item type:Item, Learning through playing Virtual Age: Exploring the interactions among student concept learning, gaming performance, in-game behaviors, and the use of in-game characters(2015-08-01) ;Cheng, Meng-Tzu ;Lin, Yu-Wen ;She, Hsiao-Ching ;教育研究所Institute of EducationVideo games possess many unique features that facilitate learning. Meanwhile, teaching about evolution is never an easy task due to the existence of some barriers to its learning. Virtual Age, therefore, has been developed in an attempt to harness the power of gaming to increase student understanding of biological evolution. The aim of this study was to examine whether Virtual Age is effective for learning about evolution and to further explore the interplay of student concept learning, gaming performance, and in-game behaviors. A total of 62 7th graders took part in the study, and significant findings were revealed. The students did learn by playing Virtual Age, and their long-term knowledge retention was promising. The in-game behaviors, such as times and duration of viewing the relevant information embedded in Virtual Age, were significantly related to gaming performance (game score), which subsequently influenced learning outcomes. Moreover, the results of cluster analysis indicated that three clusters of low learning outcomes/low gaming performance, high learning outcomes, and high gaming performance emerged. Overall, Virtual Age is an effective game for learning about evolution based on its sound and sophisticated design. Implications derived from the study and suggestions for future work are proposed. (C) 2015 Elsevier Ltd. All rights reserved.Item type:Item, Low Complexity Formant Estimation Adaptive Feedback Cancellation for Hearing Aids Using Pitch Based Processing(2014-08-01) ;Yi FanChiang ;Wei, Cheng-Wen ;Meng, Yi-Le ;Lin, Yu-WenJou, Shyh-JyeThis paper proposes a novel algorithm and architecture for the adaptive feedback cancellation (AFC) based on the pitch and the formant information for hearing aid (HA) applications. The proposed method, named as Pitch based Formant Estimation (PFE-AFC), has significantly low complexity compared to Prediction Error Method AFC (PEM-AFC). The proposed PFE-AFC consists of a forward and a backward path processing. The forward path processing includes a low complexity pitch based formant estimator for decorrelation filter coefficients update and a pitch based voice activity detector for speech detection, which facilitates the feedback cancellation filter in the backward path to reduce feedback component and maintain speech quality. From system point of view, the PFE-AFC has low complexity overhead since it is easy to share computation resource with other components in the HA system, such as noise reduction and auditory compensation. In addition, the PFE-AFC is suitable for hardware implementation owing to its regular structure. Complexity evaluations show that the PFE-AFC has four orders lower complexity than the PEM-AFC. Simulation results show that the PFE-AFC and the PEM-AFC can achieve similar PESQ (perceptual evaluation speech quality) and ASG (added stable gain). Moreover, the proposed PFE-AFC can outperform the conventional AFC.