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Dr. YU-HSUAN LIN
National University of Tainan

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0 Augmented Reality
0 Digital Learning
0 E-Learning
0 Virtual Reality
0 interactive multimedia design

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Journal article
Published: 17 March 2021 in Sustainability
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In traditional schools, where education and teaching tend to be subject-oriented, the standardization of the teaching materials of health education courses would be obscurely related to know-how of daily life. This frustrates the learners from developing the awareness of engagement, thereby decreasing their willingness to acquire new information or skill. Therefore, in this study, a board game assimilating augmented reality (AR) into health education is presented. It associates the card game, slides, and learning sheets gamification teaching model with the learning experience; and proposes the efficacy of the board games mingled with augmented reality to enhance the motivation in learning and confidence in technology. In this experiment for a health education board game, 52 high school students participated in this experiment. There were 25 in the experimental group (with AR) and 27 in the control group (without AR). The IMMS (instructional material motivation survey) and the TAM (technology acceptance model) are applied to acquire quantitative data for examination. The findings are as follows: (1) The acceptance was significantly affected by the integration of AR into the health education board game and (2) the learning motivation was significantly affected by the integration of AR into the health education board game.

ACS Style

Hao-Chiang Lin; Yu-Hsuan Lin; Tao-Hua Wang; Lun-Ke Su; Yueh-Min Huang. Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education. Sustainability 2021, 13, 3333 .

AMA Style

Hao-Chiang Lin, Yu-Hsuan Lin, Tao-Hua Wang, Lun-Ke Su, Yueh-Min Huang. Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education. Sustainability. 2021; 13 (6):3333.

Chicago/Turabian Style

Hao-Chiang Lin; Yu-Hsuan Lin; Tao-Hua Wang; Lun-Ke Su; Yueh-Min Huang. 2021. "Effects of Incorporating Augmented Reality into a Board Game for High School Students’ Learning Motivation and Acceptance in Health Education." Sustainability 13, no. 6: 3333.

Journal article
Published: 22 February 2021 in Digital Creativity
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This study presents the design of a multimodal ubiquitous learning application (MULA) with different augmenting effects for enhancing English as a Foreign Language (EFL) academic writing instruction. In a pilot project, 17 undergraduates engaged in ubiquitous learning and writing at a green building and provided survey responses and interview feedback about their ubiquitous writing experience. The survey results were categorized into perceptions about (a) the ubiquitous learning mode, (b) effective writing facilitation, (c) motivation, self-efficacy, and attitude, (d) self-regulation, and (e) system usability. Interview results further illustrated how using MULA led to positive and negative experiences during ubiquitous writing. A final synthesis on the findings led to the identification of seven affordances that made MULA a potential tool for enhancing writing instruction in EFL settings. The seven affordances were considered effective design elements for multimodal context-aware ubiquitous learning that served the purpose of enriching English academic writing instruction. Implications about creating multimodal ubiquitous learning applications in higher education are also provided.

ACS Style

Vivien Lin; Yu-Hsuan Lin; Min-Chai Hsieh; Gi-Zen Liu; Hao-Chiang Koong. The design and evaluation of a multimodal ubiquitous learning application for EFL writers. Digital Creativity 2021, 32, 79 -98.

AMA Style

Vivien Lin, Yu-Hsuan Lin, Min-Chai Hsieh, Gi-Zen Liu, Hao-Chiang Koong. The design and evaluation of a multimodal ubiquitous learning application for EFL writers. Digital Creativity. 2021; 32 (2):79-98.

Chicago/Turabian Style

Vivien Lin; Yu-Hsuan Lin; Min-Chai Hsieh; Gi-Zen Liu; Hao-Chiang Koong. 2021. "The design and evaluation of a multimodal ubiquitous learning application for EFL writers." Digital Creativity 32, no. 2: 79-98.

Journal article
Published: 22 October 2020 in Electronics
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In traditional school education, the content of health education courses cannot be easily linked to daily life experiences. This results in the low application of acquired knowledge and hinders students from gaining hands-on experience and a sense of accomplishment through courses, thereby lowering the learners’ engagement and willingness to learn. This study designed a board game integrated with augmented reality (AR) for health education; incorporated the card-game, slides, and learning-sheets (CSLS) gamification teaching model into the learning process; and discussed the effectiveness of board games with augmented reality in improving learning outcomes and emotions. The research participants were 52 senior high school students, who were assigned to the experimental (AR health education board game) or control (health education board game) group in the teaching experiment. The research findings reveal the following. The two groups were significantly different in terms of (1) learning outcomes, (2) negative emotions, (3) flow state in the game.

ACS Style

Hao-Chiang Lin; Yu-Hsuan Lin; Tao-Hua Wang; Lun-Ke Su; Yueh-Min Huang. Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education. Electronics 2020, 9, 1752 .

AMA Style

Hao-Chiang Lin, Yu-Hsuan Lin, Tao-Hua Wang, Lun-Ke Su, Yueh-Min Huang. Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education. Electronics. 2020; 9 (11):1752.

Chicago/Turabian Style

Hao-Chiang Lin; Yu-Hsuan Lin; Tao-Hua Wang; Lun-Ke Su; Yueh-Min Huang. 2020. "Effects of Incorporating AR into a Board Game on Learning Outcomes and Emotions in Health Education." Electronics 9, no. 11: 1752.

Conference paper
Published: 18 November 2019 in Transactions on Petri Nets and Other Models of Concurrency XV
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Recent years have witnessed serious drug abuse, which has caused numerous societal problems. Schools thus are incorporating anti-drug use into formal curricula. However, current anti-drug courses employ unidirectional or lecture-based approaches, which make anti-drug knowledge acquisition dull and unattractive, thus leading to ineffective outcomes. In order to improve learning effectiveness, this study designed an augmented-reality (AR) board game for university campus drug prevention. Thirty-nine undergraduates with an average age of 19 at an university in Tainan, Taiwan participated in the study. Results show that the AR board game on drug prevention can effectively enhance learning effectiveness. Interviews revealed positive perceptions on usability and joyful learning with the board game.

ACS Style

Yu-Hsuan Lin; Hao-Chiang Koong Lin. Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan. Transactions on Petri Nets and Other Models of Concurrency XV 2019, 24 -32.

AMA Style

Yu-Hsuan Lin, Hao-Chiang Koong Lin. Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan. Transactions on Petri Nets and Other Models of Concurrency XV. 2019; ():24-32.

Chicago/Turabian Style

Yu-Hsuan Lin; Hao-Chiang Koong Lin. 2019. "Using an Augmented-Reality Board Game for Drug Addiction Prevention at a University in Taiwan." Transactions on Petri Nets and Other Models of Concurrency XV , no. : 24-32.

Conference paper
Published: 06 September 2018 in Privacy Enhancing Technologies
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Sounds are invisible, though they surround our lives, we cannot realize the form of sounds. However, visualization of sounds can be produced using Digital Arts to make sounds visible or even interact with people. This study created a voice-based composition of digital art in the form of joint exhibition. During the joint art exhibition, details such as light effects and the design of exhibition area help to promote the quality of the exhibition. After the exhibition, spectators were asked to fill out a questionnaire designed by [18], the results of which were later analyzed with descriptive and inferential statistics to account for satisfaction and procedures of the exhibition, reception aesthetic, playability of substantial device and spectator’s feeling from the composition in exhibition. The analytics of this research helped to account for key elements of the overall exhibit, including satisfaction, receptional aesthetic, playability of substantial devices, and spectator’s perceptions, as well as the correlations among them.

ACS Style

Yu-Hsuan Lin; Chad Lin; Chia-Wei Chang; Hao-Chiang Koong Lin. The Creation of Interactive Visual Music with Kandinsky Abstract Arts. Privacy Enhancing Technologies 2018, 518 -527.

AMA Style

Yu-Hsuan Lin, Chad Lin, Chia-Wei Chang, Hao-Chiang Koong Lin. The Creation of Interactive Visual Music with Kandinsky Abstract Arts. Privacy Enhancing Technologies. 2018; ():518-527.

Chicago/Turabian Style

Yu-Hsuan Lin; Chad Lin; Chia-Wei Chang; Hao-Chiang Koong Lin. 2018. "The Creation of Interactive Visual Music with Kandinsky Abstract Arts." Privacy Enhancing Technologies , no. : 518-527.