Jon-Chao Hong

Orcid: 0000-0003-3120-5861

According to our database1, Jon-Chao Hong authored at least 57 papers between 2003 and 2024.

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

Timeline

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Bibliography

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

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
Comparing the Taiwanese learning effects of Shaking-On and Kahoot!
J. Comput. Assist. Learn., 2022

Raising insects with an application to enhance students' self-confidence in interacting with insects.
Interact. Learn. Environ., 2022

Exploring teachers' attitudes toward implementing new ICT educational policies.
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

Effects of Gender and Age on Learning Spatial Concepts from a Virtual Reality Game.
Proceedings of the IEEE International Conference on Teaching, 2018

Training Spatial Ability through Virtual Reality.
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

The relation between students' anxiety and interest in playing an online game.
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
Assessing the educational values of digital games.
J. Comput. Assist. Learn., 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

Kindergartners' Color Preference and Temperament in Embodied Interactive Video Game.
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
Social Behavior Change in an Evolutionary Online-Game.
Proceedings of the Supporting Learning Flow through Integrative Technologies, 2007

2003
A study on thinking strategy between experts and novices of computer games.
Comput. Hum. Behav., 2003


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