Martin M. Weng
Tamkang University
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Publication
Featured researches published by Martin M. Weng.
international conference on advanced learning technologies | 2011
Martin M. Weng; Ireti Fakinlede; Fuhua Lin; Timothy K. Shih; Maiga Chang
This paper presents the conceptual design of a virtual 3D quiz game based on a multi-agent system (MAS) architecture aptly named QuizMASter. The QuizMASter supports formative assessment by providing adaptive testing and feedback using intelligent pedagogical agents within an immersive game-based virtual learning environment. This enables instructors to use assessment as a motivational tool within an entertaining context where students do not feel the usual pressures related to taking tests.
Archive | 2012
Yung-Hui Chen; Lawrence Y. Deng; Neil Y. Yen; Martin M. Weng; Bruce C. Kao
It has become increasingly important that applies and develops an intelligent e-learning system in a social network environment. In this paper, we used the combination of Rule-Space Model and multi-tree to infer reasonable learning effects of Blue-Red multi-trees and their definitions through analyzing all learning objects of MTA courses. We can derive one-to-one complementary collaborative learning algorithm from previous definitions. Finally, a MTA course is used to the analysis of Rule-Space Model, and the definition and analysis of learning performance for the MTA Course. From this MTA course, they can create twenty-one learning effects of Blue-Red multi-trees and recommend those specific Blue-Red multi-trees that satisfy one-to-one complementary collaborative learning group algorithm and analyze these learning performances of all Blue-Red multi-trees. They will be the basis of verification for one-to-one complementary collaborative learning.
international conference on web based learning | 2009
Jing-Yao Tang; Jui-Hung Chen; David Tawei Ku; Louis R. Chao; Timothy K. Shih; Martin M. Weng
Due to the advanced computer and network technologies, it could be helpful to conduct an advanced distance learning system for learners to process their learning activities in anytime and anywhere. However, according to many research issues which found that the learning motivation is the most important element to encourage people into their learning and assessment activities. In this paper, we proposed the 2D Adventure Game-Based Assessment System which not only could draw people into their learning activities, but could help instructors easily to design and manage the related learning and assessment content.
U-MEDIA '14 Proceedings of the 2014 7th International Conference on Ubi-Media Computing and Workshops | 2014
Martin M. Weng; Jason C. Hung; Jing De Weng; Neil Y. Yen; Chun-Hong Huang
Since the ubiquitous computing was proposed and developed for many years and the matured develop of location based research, personal user information and e-travel, our research provides a personal and useful tour guide mechanism and adaptive learning content when user traveling in anywhere they interesting. This research hopes user not only have fun during tour but also provides several knowledge they may interests about the tour places. This research extends former experiences on the development of location based research, and integrate the Petri Net methods to produce the task based procedure during the travel for user, we called it MOPN (Mission oriented Petri-Net)Besides, this research also proposes a user portfolio synchronize mechanism to provide user more adaptive and personal content based on former user background and using experience. With the results of this research, most user indicated that they have more fun with proposed system during the travel and also got lots of useful knowledge from the mission.
ieee international conference on ubi-media computing | 2010
Yung-Hui Chen; Lawrence Y. Deng; Chiou-Yng Lee; Huan-Chao Keh; Yi-Jen Liu; Neil Y. Yen; Martin M. Weng
It is getting important that learning reciprocally from social network to intelligent e-learning system. In this paper, we used the Rule-Space Model to infer reasonable Blue-Red trees of learning performance and their definitions through analyzing learning objects of courses within system. We can derive social network learning grouping algorithms from previous definitions. They include one-to-one group collaborative learning algorithms. Further, we use these algorithms to build a social network learning system and apply to the Online Learning and Test System based on Analysis of Learning Performance and Social Network Learning Feedback. Besides learners are able to self-learning through Recommended Table to the Remedial Learning Objects for the Course, they can find out reasonable mutual learning targets by the suggestion of Blue-Red Trees Database of Learning Performance from the Social Network Learning System. There are the same results to improve the self-learning direction of learners and remedy the weaker learning objects for the course by internal cyclic feedback, and can also improve learning materials and items of the ITE Licenses Course by external cyclic feedback.
Archive | 2016
Jing-De Weng; Martin M. Weng; Chun-Hong Huang; Jason C. Hung
As we know, social platform has been very popular for many years, such as Facebook, Twitter, Youtube and so on. User on social platform may retrieve lots of information (breaking news, comments, sharing article…). Those information lead user to learn as their new knowledge, it’s one kind of social learning. Otherwise, the popularity of portable devices (cell phone, Tablet) also help user to access internet and social platform in anytime and anywhere, user can get knowledge from social platform. In this paper, we conduct an experiment to compare the students learning on Elgg social platform on portable devices and the students learning in traditional methods. The results show us the students learning with social learning environment have better learning efficiency.
International Journal of Distance Education Technologies | 2014
Martin M. Weng; Wen-Chih Chang; Neil Y. Yen; Timothy K. Shih; Hui-Huang Hsu
Researches into E-Learning pay emphasis on how the technology is applied for comprehensive learning support in various perspectives. Lots of advantages are involved while performing the E-Learning. For example, timely contents are applicable to be delivered via the Internet, and in a similar manner, instant feedback which identifies the learning performance would be obtained through an online assessment system. In this article, a diagnostic approach for learning performance evaluation of student is proposed. Two primary issues are concentrated based on the analysis of quantitative assessment results. First the authors identify the misconceptions on specific subject(s) that students have learned and provide remedial suggestions about their learning status to students. Second, because questions may have several incorrect information to students, hence the authors approach provide suggested revisions to instructors. The proposed approach employs the Rule-Space model and the Student-Problem chart and is implemented in an online assessment system to obtain corresponding data (e.g., learning behavior) and performance (e.g., learning status). The feasibility is demonstrated through an empirical study (i.e., a series of pre-post tests) which was conducted in a domain-specific course (i.e., Fundamental of Information Technology) with around 450 students in a calendar year.
multimedia and ubiquitous engineering | 2013
Martin M. Weng; Bruce C. Kao
With the population of social platform, such as Facebook, Twitter and Plurk, there are lots of users interest in playing game on social platform. It’s not only the game style they want to play, but also high interaction with other users on social platform. Hence, the development of social network makes social games as a teaching tool becomes an emerging field, but in order to use the social network games for teaching, it needs to understand the game flow as an appropriate reference to be judged. In this paper, we use simulation games and social utility games of Facebook as examples. Using the flowcharts and the triangulation methods theory to analyze the characteristics of the flows by finding verbs and goals, and obtaining the differences by comparing social behavior, accumulate of experience, items collection system and tasks.
web intelligence | 2012
Martin M. Weng; Neil Y. Yen; Jason C. Hung; Timothy K. Shih
With the popularity of social media, sharing and retrieving information on website, especially those user-generated content, all of this information have become an emerging phenomenon. At the same time, it brought an open issue of information management and discovery. In this research, a common service framework for learning resource retrieval was proposed. Two major contributions, ranking and recommendation, are included in this framework. This ranking process reveals the value of a specific object by taking its implicit information, such as authority, citation, and time series issue, into consideration. In addition, the personalized attributes are also concerned. The above mentioned attributes will be recorded as a profile and will be categorized into several groups for further use. And we can utilize the personalization factor to produce recommendation results.
network-based information systems | 2012
Martin M. Weng; Guangyu Piao; Neil Y. Yen; Timothy K. Shih
With the population of social platform, such as Facebook, Twitter and Plurk, there are lots of users interest in playing game on social platform. Its not only the game style they want to play, but also high interaction with other users on social platform. Hence, the development of social network makes social games as a teaching tool becomes an emerging field, but in order to use the social network games for teaching, it needs to understand the game flow as an appropriate reference to be judged. In this paper, we use simulation games and social utility games of Facebook as examples. Using the flowcharts and the triangulation methods theory to analyze the characteristics of the flows by finding verbs and goals, and obtaining the differences by comparing social behavior, accumulate of experience, items collection system and tasks.