Tong Li

Tong Li


Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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9 January 2022 in Contemporary Educational Technology
Verified
Journal Article
Closed access
PDF file
MYMeehyun Yoon
Meehyun Yoon
HZHua Zheng
Hua Zheng
EJEulho Jung
Eulho Jung
TLTong Li
Tong Li
This experimental study examined the effects of segmentation and self-explanation designs on cognitive load in instructional videos. Four types of instructional videos (segmentation, self-explanation, combined, and control) were created and tested by 121 undergraduate students randomly assigned to one of four research groups. The results of students’ self-ratings on the cognitive load survey showed that the segmenting design produced a significantly less germane cognitive load than the two non-segmenting designs (self-explanation and control). The self-explanation design did not produce a significantly more germane load than the control design. However, students’ dispositions toward segmentation and self-explanation designs were generally positive and supported the theoretical justifications reported in the literature. The findings are discussed, along with segmentation dilemmas, limitations, and future study implications.

25 June 2023 in Computers
Verified
Journal Article
Open access
PDF file
YFYing Fang
Ying Fang
TLTong Li
Tong Li
LHLinh Huynh
Linh Huynh
KCKaterina Christhilf
Katerina Christhilf
RRRod D. Roscoe
Rod D. Roscoe
DMDanielle McNamara
Danielle McNamara
Literacy assessment is essential for effective literacy instruction and training. However, traditional paper-based literacy assessments are typically decontextualized and may cause stress and anxiety for test takers. In contrast, serious games and game environments allow for the assessment of literacy in more authentic and engaging ways, which has some potential to increase the assessment’s validity and reliability. The primary objective of this study is to examine the feasibility of a novel approach for stealthily assessing literacy skills using games in an intelligent tutoring system (ITS) designed for reading comprehension strategy training. We investigated the degree to which learners’ game performance and enjoyment predicted their scores on standardized reading tests. Amazon Mechanical Turk participants (n = 211) played three games in iSTART and self-reported their level of game enjoyment after each game. Participants also completed the Gates–MacGinitie Reading Test (GMRT), which includes vocabulary knowledge and reading comprehension measures. The results indicated that participants’ performance in each game as well as the combined performance across all three games predicted their literacy skills. However, the relations between game enjoyment and literacy skills varied across games. These findings suggest the potential of leveraging serious games to assess students’ literacy skills and improve the adaptivity of game-based learning environments.

23 December 2022 in Thinking Skills and Creativity
Verified
Journal Article
Closed access
TLTong Li
Tong Li
LMLawrence E. McCalla
Lawrence E. McCalla
HZHua Zheng
Hua Zheng
YLYuhan Lin
Yuhan Lin

24 June 2022
Verified
Book Chapter
Closed access
PDF file
PKPanayiota Kendeou
Panayiota Kendeou
EOEllen Orcutt
Ellen Orcutt
TATracy Arner
Tracy Arner
TLTong Li
Tong Li
RBRenu Balyan
Renu Balyan
DMDanielle McNamara
Danielle McNamara

28 July 2020 in International Journal of Designs for Learning
Verified
Journal Article
Open access
PDF file
TLTong Li
Tong Li
LMLarry E. McCalla
Larry E. McCalla
This design case introduces a design and development process of using magic performance as a method to facilitate students’ creative design thinking in user-centered design. Magic performance is used not only as a creativity stimulus for facilitating design flexibility but also as a guiding tool for facilitating the design process. Specifically, three design iterations are presented along with design challenges, design solutions, and a discussion of student experiences. A goal of this design case is to inspire other designers to develop similar interventions based on unexplored but meaningful activities, such as magic performance.

11 March 2024 in Thinking Skills and Creativity
Verified
Journal Article
Closed access
TLTong Li
Tong Li
LDLu Ding
Lu Ding
HZHua Zheng
Hua Zheng