Jon-Chao Hong
Orcid: 0000-0003-3120-5861
According to our database1,
Jon-Chao Hong
authored at least 68 papers
between 2003 and 2025.
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Bibliography
2025
Applying the Gollin effect to design VR for stargazing, and exploring the correlates between participants' VR self-efficacy, interest, frustration, flow experience and learning outcomes.
Educ. Inf. Technol., February, 2025
2024
Enhancing mandarin learning through classroom response apps: A comparison of cognitive and affective factors in touch and shaking responses.
J. Comput. Assist. Learn., December, 2024
Using a Chatbot to learn English via Charades: the correlates between social presence, hedonic value, perceived value, and learning outcome.
Interact. Learn. Environ., November, 2024
The effects of live-streaming presence and extraneous cognitive load on learning performance in P-D/O-Q/D-E-T inquiry.
Educ. Inf. Technol., October, 2024
Supporting project-based learning for students' oral English skill and engagement with immersive virtual reality.
Educ. Inf. Technol., August, 2024
The entity belief of concentration ability predicts cognitive load, failure-attribution, and flow experience when using a virtual reality device.
Interact. Learn. Environ., January, 2024
Practicing drum on VR to promote rhythm performance: Exploring the learning progress related to incremental belief of rhythm, gameplay anxiety, flow experience, and perceived learning value.
Entertain. Comput., January, 2024
Exercise health belief related to "Fit-Fun" exergame play interest, anxiety, practicing attitude, and exergaming performance.
Entertain. Comput., January, 2024
Educational Digital Divide: Investigating Teachers'Digital Teaching Competence in Digital Transformation of Education.
Proceedings of the 16th International Conference on Education Technology and Computers, 2024
The Intention of Professionals to Use Extended Reality to Train Vocational Skills for Persons with Intellectual Disabilities.
Proceedings of the Computers Helping People with Special Needs, 2024
The Correlation Among the Intelligence, Visual-Motor Skills and Virtual Reality Operation Performance of Students with Intellectual Disabilities.
Proceedings of the Computers Helping People with Special Needs, 2024
Proceedings of the Blended Learning. Intelligent Computing in Education, 2024
2023
VR training program for fire escape: Learning progress predicted by the perception of fire presence, VR operational frustration, and gameplay self-efficacy.
Comput. Educ. X Real., December, 2023
Impact of social comparison on perceived online academic futility: A perspective from parents.
Educ. Inf. Technol., May, 2023
Exploring the role of online EFL learners' perceived social support in their learning engagement: a structural equation model.
Interact. Learn. Environ., April, 2023
2022
J. Comput. Assist. Learn., 2022
Raising insects with an application to enhance students' self-confidence in interacting with insects.
Interact. Learn. Environ., 2022
Interact. Learn. Environ., 2022
The relationship among gameplay self-efficacy, competition anxiety, and the performance of eSports players.
Entertain. Comput., 2022
Supporting schools to use face recognition systems: a continuance intention perspective of elementary school parents in China.
Educ. Inf. Technol., 2022
The role of family intimacy in playing collaborative e-sports with a Switch device to predict the experience of flow and anxiety during COVID-19 lockdown.
Comput. Hum. Behav., 2022
Virtual reality for car-detailing skill development: Learning outcomes of procedural accuracy and performance quality predicted by VR self-efficacy, VR using anxiety, VR learning interest and flow experience.
Comput. Educ., 2022
2021
Cellphone addiction during the Covid-19 outbreak: How online social anxiety and cyber danger belief mediate the influence of personality.
Comput. Hum. Behav., 2021
Critical attitude and ability associated with students' self-confidence and attitude toward "predict-observe-explain" online science inquiry learning.
Comput. Educ., 2021
2020
The relationship between the online social anxiety, perceived information overload and fatigue, and job engagement of civil servant LINE users.
Gov. Inf. Q., 2020
Usability of Virtual Reality Vocational Skills Training System for Students with Intellectual Disabilities.
Proceedings of the Computers Helping People with Special Needs, 2020
2019
Practicing abductive reasoning: The correlations between cognitive factors and learning effects.
Comput. Educ., 2019
The effect of the "Prediction-observation-quiz-explanation" inquiry-based e-learning model on flow experience in green energy learning.
Comput. Educ., 2019
Playing a Chinese remote-associated game: The correlation among flow, self-efficacy, collective self-esteem and competitive anxiety.
Br. J. Educ. Technol., 2019
2018
The effects of metacognition on online learning interest and continuance to learn with MOOCs.
Comput. Educ., 2018
Proceedings of the IEEE International Conference on Teaching, 2018
Proceedings of the IEEE International Conference on Teaching, 2018
2017
Internet cognitive failure relevant to users' satisfaction with content and interface design to reflect continuance intention to use a government e-learning system.
Comput. Hum. Behav., 2017
The effect of consumer innovativeness on perceived value and continuance intention to use smartwatch.
Comput. Hum. Behav., 2017
Comparing the Judgment and Accuracy of English Vocabulary Tests Relevant to Metamemory Practice.
Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies, 2017
2016
Integrating a moral reasoning game in a blended learning setting: effects on students' interest and performance.
Interact. Learn. Environ., 2016
Parental monitoring predicts students' prosocial and impulsive tendencies relevant to consequence-based reasoning in a blended learning environment.
Interact. Learn. Environ., 2016
The role of pre-game learning attitude in the prediction to competitive anxiety, perceived utility of pre-game learning of game, and gameplay interest.
Interact. Learn. Environ., 2016
Effect of radical-position regularity for Chinese orthographic skills of Chinese-as-a-second-language learners.
Comput. Hum. Behav., 2016
Mindfulness in learning safe sex via social media: Perspectives of personality and experiential value.
Comput. Hum. Behav., 2016
Internet cognitive failure relevant to self-efficacy, learning interest, and satisfaction with social media learning.
Comput. Hum. Behav., 2016
Internet cognitive failure affects learning progress as mediated by cognitive anxiety and flow while playing a Chinese antonym synonym game with interacting verbal-analytical and motor-control.
Comput. Educ., 2016
Crystallized intelligence affects hedonic and epistemic values to continue playing a game with saliency-based design.
Comput. Educ., 2016
2015
Internet cognitive failure and fatigue relevant to learners' self-regulation and learning progress in English vocabulary with a calibration scheme.
J. Comput. Assist. Learn., 2015
Belief in dangerous virtual communities as a predictor of continuance intention mediated by general and online social anxiety: The Facebook perspective.
Comput. Hum. Behav., 2015
Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety.
Comput. Educ., 2015
2014
Positive affect predicting worker psychological response to cyber-bullying in the high-tech industry in Northern Taiwan.
Comput. Hum. Behav., 2014
Using calibration to enhance students' self-confidence in English vocabulary learning relevant to their judgment of over-confidence and predicted by smartphone self-efficacy and English learning anxiety.
Comput. Educ., 2014
Using a "prediction-observation-explanation" inquiry model to enhance student interest and intention to continue science learning predicted by their Internet cognitive failure.
Comput. Educ., 2014
2013
Persistence temperament associated with children playing math games between touch panel and embodied interaction.
J. Comput. Assist. Learn., 2013
A comparative study of the learning effectiveness of a blended and embodied interactive video game for kindergarten students.
Interact. Learn. Environ., 2013
Gender differences in cognitive load and competition anxiety affect 6th grade students' attitude toward playing and intention to play at a sequential or synchronous game.
Comput. Educ., 2013
Comparing the retention and flow experience in playing Solitary and Heart Attack games of San Zi Jing: A perspective of Dual Process Theory.
Comput. Educ., 2013
Using the saliency-based model to design a digital archaeological game to motivate players' intention to visit the digital archives of Taiwan's natural science museum.
Comput. Educ., 2013
2012
Effects of cognitive style on digital jigsaw puzzle performance: A GridWare analysis.
Comput. Hum. Behav., 2012
2011
Applying the technology acceptance model in a study of the factors affecting usage of the Taiwan digital archives system.
Comput. Educ., 2011
Proceedings of the Proceeding of the 19th International Conference on Computers in Education, 2011
Proceedings of the Proceeding of the 19th International Conference on Computers in Education, 2011
Proceedings of the 2011 IEEE International Games Innovation Conference, 2011
Applying the technology acceptance model to investigate the factors comparing the intention between EIVG and MCG systems.
Proceedings of the 2011 IEEE International Games Innovation Conference, 2011
2010
Non-native Chinese language learners' attitudes towards online vision-based motion games.
Br. J. Educ. Technol., 2010
2009
Playfulness-based design in educational games: a perspective on an evolutionary contest game.
Interact. Learn. Environ., 2009
The Learning Effectiveness of Blended and Embodied Interactive Video Game on Kindergarten Students.
Proceedings of the Learning by Playing. Game-based Education System Design and Development, 2009
Proceedings of the Learning by Playing. Game-based Education System Design and Development, 2009
From Fingers to Embodiment: A Study on the Relations of the Usability, Dependability of the Embodied Interactive Video Games and the Elders' Flow Experience.
Proceedings of the Learning by Playing. Game-based Education System Design and Development, 2009
2007
Proceedings of the Supporting Learning Flow through Integrative Technologies, 2007
2003
Comput. Hum. Behav., 2003