Morris Siu-Yung Jong

Orcid: 0000-0001-9186-0484

Affiliations:
  • The Chinese University of Hong Kong


According to our database1, Morris Siu-Yung Jong authored at least 63 papers between 2006 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

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Bibliography

2024
Longitudinal relationships between risky online behaviors and positive technological development among early adolescents: A person-centered approach.
Comput. Hum. Behav., March, 2024

Incorporation of peer-feedback into the pedagogical use of spherical video-based virtual reality in writing education.
Br. J. Educ. Technol., March, 2024

The influence of ChatGPT on student engagement: A systematic review and future research agenda.
Comput. Educ., 2024

They believe students can fly: A scoping review on the utilization of drones in educational settings.
Comput. Educ., 2024

2023
Pedagogical adoption of SVVR in formal education: Design-based research on the development of teacher-facilitated tactics for supporting immersive and interactive virtual inquiry fieldwork-based learning.
Comput. Educ., December, 2023

Effects of the self-regulated strategy within the context of spherical video-based virtual reality on students' learning performances in an art history class.
Interact. Learn. Environ., May, 2023

Flipped classroom: motivational affordances of spherical video-based immersive virtual reality in support of pre-lecture individual learning in pre-service teacher education.
J. Comput. High. Educ., April, 2023

Blockchain in smart education: Contributors, collaborations, applications and research topics.
Educ. Inf. Technol., April, 2023

Exploring the effects of automatic speech recognition technology on oral accuracy and fluency in a flipped classroom.
J. Comput. Assist. Learn., February, 2023

Acceptance of and self-regulatory practices in online learning and their effects on the participation of Hong Kong secondary school students in online learning.
Educ. Inf. Technol., 2023

Author Correction: Blockchain in smart education: Contributors, collaborations, applications and research topics.
Educ. Inf. Technol., 2023

Virtual Training on Remote Piloting: A Mobile Drone Simulator for Empowering Beginning Learners to Practice Visual Line of Sight Operations.
Proceedings of the IEEE International Conference on Teaching, 2023

Students' Reflective Learning in the Prototyping Process in STEM Education.
Proceedings of the IEEE International Conference on Teaching, 2023

2022
Trends and exemplary practices of STEM teacher professional development programs in K-12 contexts: A systematic review of empirical studies.
Comput. Educ., 2022

Technological solutions for promoting employees' knowledge levels and practical skills: An SVVR-based blended learning approach for professional training.
Comput. Educ., 2022

2021
Engaging university students in a library guide through wearable spherical video-based virtual reality: effects on situational interest and cognitive load.
Interact. Learn. Environ., 2021

Understanding the pedagogical potential of Interactive Spherical Video-based Virtual Reality from the teachers' perspective through the ACE framework.
Interact. Learn. Environ., 2021

Design-based research on gamified outdoor social enquiry learning with context-aware technology: integration of teacher facilitation for advancing the pedagogical effectiveness.
Int. J. Mob. Learn. Organisation, 2021

Modeling learners' self-concept in Chinese descriptive writing based on the affordances of a virtual reality-supported environment.
Educ. Inf. Technol., 2021

A Review of Artificial Intelligence (AI) in Education from 2010 to 2020.
Complex., 2021

Modeling the structural relationship among primary students' motivation to learn artificial intelligence.
Comput. Educ. Artif. Intell., 2021

Work-in-Progress-Motivation in Virtual Reality Chinese Language Learning in the Context of COVID-19.
Proceedings of the 7th International Conference of the Immersive Learning Research Network, 2021

2020
The effects of spherical video-based virtual reality implementation on students' natural science learning effectiveness.
Interact. Learn. Environ., 2020

Surveying Chinese teachers' technological pedagogical STEM knowledge: a pilot validation of STEM-TPACK survey.
Int. J. Mob. Learn. Organisation, 2020

Effects of peer assessment within the context of spherical video-based virtual reality on EFL students' English-Speaking performance and learning perceptions.
Comput. Educ., 2020

Integration of the peer assessment approach with a virtual reality design system for learning earth science.
Comput. Educ., 2020

Integrating interactive learner-immersed video-based virtual reality into learning and teaching of physical geography.
Br. J. Educ. Technol., 2020

Effects of applying a VR-based two-tier test strategy to promote elementary students' learning performance in a Geology class.
Br. J. Educ. Technol., 2020

Immersive virtual reality in education.
Br. J. Educ. Technol., 2020

Exploring the Integration of Social Care Education with STEM: A Social-Scientific Maker Curriculum.
Proceedings of the IEEE International Conference on Teaching, 2020

2019
To flip or not to flip: social science faculty members' concerns about flipping the classroom.
J. Comput. High. Educ., 2019

Adoption of flipped learning in social humanities education: the FIBER experience in secondary schools.
Interact. Learn. Environ., 2019

Validating and Modelling Teachers' Technological Pedagogical Content Knowledge for Integrative Science, Technology, Engineering and Mathematics Education.
J. Educ. Technol. Soc., 2019

Investigating students' interaction patterns and dynamic learning sentiments in online discussions.
Comput. Educ., 2019

Sustaining the adoption of gamified outdoor social enquiry learning in high schools through addressing teachers' emerging concerns: A 3-year study.
Br. J. Educ. Technol., 2019

2018
Guest Editorial: Technology Enhanced Contextual Game-Based Language Learning.
J. Educ. Technol. Soc., 2018

Gamifying and Mobilising Social Enquiry-based Learning in Authentic Outdoor Environments.
J. Educ. Technol. Soc., 2018

2017
Design-based research on teacher facilitation practices for serious gaming in formal schooling.
Res. Pract. Technol. Enhanc. Learn., 2017

Guest Editorial: "HOW" to Design, Implement and Evaluate the Flipped Classroom?
J. Educ. Technol. Soc., 2017

Empowering Students in the Process of Social Inquiry Learning through Flipping the Classroom.
J. Educ. Technol. Soc., 2017

2016
Exploring young students' learning experiences with the iPad: a comparative study in Hong Kong international primary schools.
Univers. Access Inf. Soc., 2016

Understanding the concerns of teachers about leveraging mobile technology to facilitate outdoor social inquiry learning: the EduVenture experience.
Interact. Learn. Environ., 2016

Teachers' concerns about adopting constructivist online game-based learning in formal curriculum teaching: The VISOLE experience.
Br. J. Educ. Technol., 2016

2015
Impeding Phenomena Emerging from Students' Constructivist Online Game-Based Learning Process: Implications for the Importance of Teacher Facilitation.
J. Educ. Technol. Soc., 2015

Challenges to flipped classroom adoption in Hong Kong secondary schools: Overcoming the first- and second- order barriers to change.
Proceedings of the IEEE International Conference on Teaching, 2015

2014
Elementary Students' View of Collaborative Knowledge Building in LearningVillages.
IxD&A, 2014

Adopting EagleEye in Outdoor Exploratory Learning from the Teacher Perspective.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014

2013
LOCALE - Location-Oriented Collaborative Authentic Learning Environment.
Proceedings of the IEEE 13th International Conference on Advanced Learning Technologies, 2013

Dynamic Collective Mobile Gaming.
Proceedings of the IEEE 13th International Conference on Advanced Learning Technologies, 2013

2011
A Case Study of an Academic Achievement-oriented Student in Game-based Learning.
Proceedings of the ICALT 2011, 2011

2010
An Evaluative Study on VISOLE - Virtual Interactive Student-Oriented Learning Environment.
IEEE Trans. Learn. Technol., 2010

Using Posting Templates for Enhancing Students' Argumentative Elaborations in Computer-Supported Collaborative Inquiry Learning.
Res. Pract. Technol. Enhanc. Learn., 2010

A Case Study of a Non-gamer Student's Learning Process in VISOLE.
Proceedings of the 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2010

2009
Exploring the integration of constructivist computer game-based learning into formal school curriculum teaching.
PhD thesis, 2009

2008
FARMTASIA: an online game-based learning environment based on the VISOLE pedagogy.
Virtual Real., 2008

Harnessing Computer Games in Education.
Int. J. Distance Educ. Technol., 2008

VISOLE: An Example of Hybrid Learning.
Proceedings of the Hybrid Learning and Education, First International Conference, 2008

Using Posting Templates for Enhancing Students' Argumentative Elaborations in Learning Villages.
Proceedings of the 2nd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2008

2007
A Pilot Study on Virtual Interactive Student-Oriented Learning Environment.
Proceedings of the DIGITEL 2007, 2007

2006
Using the "Record-Replay" Function for Elaboration of Knowledge in Educational Games.
Proceedings of the Learning by Effective Utilization of Technologies: Facilitating Intercultural Understanding, 2006

An Exploratory Study on Teachers' Perceptions of Game-based Situated Learning.
Proceedings of the Learning by Effective Utilization of Technologies: Facilitating Intercultural Understanding, 2006

VISOLE: A New Game-based Situated Learning Paradigm.
Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies, 2006

Learning Online: A Comparative Study of a Situated Game-Based Approach and a Traditional Web-Based Approach.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2006


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