Jongpil Cheon
Texas Tech University
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Publication
Featured researches published by Jongpil Cheon.
Computers in Human Behavior | 2012
Steven M. Crooks; Jongpil Cheon; Fethi A. Inan; Fatih Ari; Raymond Flores
The purpose of this study was to investigate the effects of modality (written text vs. spoken text) and visual cueing (low cueing vs. high cueing) on the learning and mental effort of participants studying a computer-based static diagram at their own pace. Participants were randomly assigned to four versions of the computer-based materials formed into a 2x2 factorial design by crossing modality with cueing. The results revealed a reverse modality effect, wherein participants studying written text outperformed those studying spoken text on tests of free recall, matching, comprehension, and spatial recall, but not mental effort. Information cueing did not significantly affect either performance or mental effort. These findings are discussed in the context of two popular explanations of the modality effect: the cognitive resources explanation and the perceptual resources explanation. The results were best explained from a perceptual resources viewpoint.
British Journal of Educational Technology | 2014
Jongpil Cheon; Steven M. Crooks; Sungwon Chung
This study investigated the segmenting and modality principles in instructional animation. Two segmentation conditions (active pause vs. passive pause) were presented in combination with two modality conditions (written text vs. spoken text). The results showed that the significant effect was found in relation to segmentation conditions, whereas the modality effect was not found. The groups with embedded questions (ie, active pause) between segments outperformed pause-only groups (ie, passive pause) on both recall and transfer tests regardless of the mode of text. The findings of the study imply that a stimulus (eg, testing occasion) would be more effective than only pauses between segments. [ABSTRACT FROM AUTHOR]
Computers in Education | 2014
Fatih Ari; Raymond Flores; Fethi A. Inan; Jongpil Cheon; Steven M. Crooks; Dmitrii Paniukov; Murat Kurucay
Abstract This study aimed to examine the effects of redundant on-screen text on student learning outcomes (i.e. comprehension, matching, spatial labeling, and diagram reconstruction) when learning from multimedia instruction. An interactive, learner-controlled multimedia material was developed to teach the points of articulation used to describe human speech sounds. Participants included 137 undergraduate students from a large southwestern university in the U.S. who were randomly assigned to one of two treatment conditions: (1) an audio only treatment where audio descriptions of each point of articulation were provided, (2) an audio with text label treatment where audio descriptions of each point of articulation plus redundant text labels were provided. The results showed that having redundant on-screen text with spoken information was helpful for student learning. Overall, results confirm an instance of the reverse redundancy effect when instructional material is complex; redundant on-screen text is short; and learners have control over the pace of instruction.
British Journal of Educational Technology | 2015
Fethi A. Inan; Steven M. Crooks; Jongpil Cheon; Fatih Ari; Raymond Flores; Murat Kurucay; Dmitrii Paniukov
The purpose of this study was to explore the effects of modality on learning from multimedia instruction. This study utilized a factorial between-subject design to examine the effects of modality on student learning outcomes, study patterns and mental effort. An interactive computer-presented diagram was developed to teach the places of articulation in human speech. A total of 151 undergraduate students at a large southwestern university in USA participated in this study. Participants were randomly assigned to one of two modality conditions (ie, written text and spoken text). Data were obtained through surveys, student logs and knowledge tests. Findings revealed a reverse modality effect, wherein participants who studied with written text outperformed those who studied with spoken text. [ABSTRACT FROM AUTHOR]
Journal of Educational Computing Research | 2015
Jongpil Cheon; Sungwon Chung; Sangno Lee
This study investigated a conceptual model that connects game expertise, attitudinal perceptions, and cognitive achievements, and behavioral intention in digital game-based learning. In the study, attitudinal perceptions consisted of three constructs: perceived enjoyment, perceived usefulness, and satisfaction, and cognitive achievements consisted of two constructs: game scores and recall of content. A total of 298 college students played a serious game about transistor recycling, and structural equation modeling was used to analyze data. Our findings showed that two attitudinal constructs (i.e., perceived enjoyment and perceived usefulness) and one cognitive achievement (i.e., game scores) positively influenced satisfaction, and then their satisfaction positively influenced both their recall of content and behavioral intention while game expertise significantly affected on perceived usefulness. This complementary relationship between attitudinal perceptions and cognitive achievements found in this study suggests that when designing a serious game, game designers need to consider the interplay between entertaining factors and instructional strategies.
Interactive Learning Environments | 2015
Jongpil Cheon; Sungwon Chung; Jaeki Song; Yong Jin Kim
A serious game, which is designed for learning purposes rather than recreational purposes, has been applied for digital game-based Learning. This study investigated the effects of graphic organizers in a serious game, “The Transistor”, on learning outcomes and attitudinal perceptions. A total of 99 participants were randomly assigned to three groups: non-organizer group, advance organizer group, and post organizer group. The results revealed that participants using a post organizer, which was presented after the game for review, outperformed those using a non-organizer and an advance organizer on both learning outcomes (recall test scores and recycling intention) and attitudinal perceptions (perceived enjoyment, perceived usefulness, and satisfaction). These findings implied that a post-graphic organizer could enhance the instructional value of a serious game. More detailed implications, limitations, and suggestions for future research are discussed.
international conference on computers in education | 2002
Jongpil Cheon; Jang-Mi Paek; Sun-Gwan Han; Chul-Hwan Lee
This study has developed Web-based, automated lesson planner system for teachers to make out and make use of lesson plans using ICT (information communication technology). First, the Web-based lesson planner system has been developed to enable teachers to make and use lesson plans on the web. Second, the database of the electronic lesson planner system has been designed and established according to Korean curriculum and form of teaching-learning lesson plan using ICT. Third, the system embodied making out a lesson plan easily and operating all ICT materials together. Last, the system was applied to the real elementary school fields and the efficiency and improvements were analyzed. This lesson planner system made a database of all ICT materials and lesson plans, so that it can manage and control all lesson plans systematically. Also, the lesson plans and ICT materials are connected together, so the database can be a dynamic content storage. The construction of this system established maximization of share, use and storage of teaching-learning lesson plans. It will be popularized in real education fields and made a contribution to the school informatization.
Biology of Sex Differences | 2016
Steven Crooks; Jongpil Cheon; Robert Casanova; Marjorie R. Jenkins
The goal of the Sex and Gender Specific Health (SGSH) curriculum at the Texas Tech University Health Sciences Center (TTUHSC) is to advance the understanding of sex/gender differences, increase the awareness of gender-specific health issues, and improve the knowledge of sex and gender evidence-based medicine. The purpose of this paper is to explain the development and theoretical rationale for an important aspect of the curriculum: the SGSH Multimedia Case-Based Learning Modules (MCBLMs). The MCBLMs are designed to be used throughout the TTUHSC curriculum as a stand-alone or a supplementary instructional resource. The MCBLMs provide students with authentic learning opportunities that integrate the learning of SGSH with more traditional clinical knowledge and skills. The MCBLMs are specifically designed to enhance students’ clinical reasoning and decision-making skills by portraying realistic clinical scenarios. In this way, students are able to practice effective SGSH as competent health-care professionals.
Computers in Education | 2012
Jongpil Cheon; Sangno Lee; Steven M. Crooks; Jaeki Song
Journal of Interactive Online Learning | 2007
Michael M. Grant; Jongpil Cheon