Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Morris Siu Yung Jong is active.

Publication


Featured researches published by Morris Siu Yung Jong.


International Journal of Distance Education Technologies | 2008

Harnessing computer Games in Education

Morris Siu Yung Jong; Junjie Shang; Fong Lok Lee; Jimmy Ho-Man Lee

Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based learning. On top of discussing games’ intrinsic educational traits from the motivational, cognitive and socio-cultural perspectives, we also review two recent foci of game-based learning. The first one is “education in games” which is an approach for adopting existing commercial games for educational use. The second is “games in education” in which the games are designed specifically with underlying pedagogy for some curricula.


Virtual Reality | 2008

FARMTASIA: an online game-based learning environment based on the VISOLE pedagogy

Kevin K. F. Cheung; Morris Siu Yung Jong; Fong Lok Lee; Jimmy Ho-Man Lee; Eric T. H. Luk; Junjie Shang; Marti K. H. Wong

Virtual interactive student-oriented learning environment (VISOLE) is a game-based constructivist pedagogical approach that encompasses the creation of an online interactive world modeled upon a set of interdisciplinary domains, in which students participate as “citizens” to take part cooperatively and competitively in shaping the development of the virtual world as a means to construct their knowledge and skills. FARMTASIA is the first online game designed using the VISOLE philosophy, encompassing the subject areas of biology, government, economics, technology, production system and natural environment. The “virtual world” deployed is a farming system covering the domains of cultivation, horticulture and pasturage, situated in a competitive economy governed by good public policies. The design and implementation of FARMTASIA pursue three vital principles. The first one is to make the game as realistic as possible so that students can learn in a near-real life environment; the second one is to inject motivational elements so that students can sustain to learn and acquire various knowledge and skills with the game; and the third one is to make easy for teachers to conduct various VISOLE facilitation tasks. According to our exploratory educational study, we show evidentially that positive perceptions and an advancement of subject-specific and interdisciplinary knowledge appeared among the students who participated in VISOLE learning with FARMTASIA.


Archive | 2013

Educational Use of Computer Games: Where We Are, and What’s Next

Morris Siu Yung Jong; Jimmy Ho-Man Lee; Junjie Shang

This chapter aims at providing readers with a contextual view on educational use of computer games. Apart from the elaboration on the intrinsic educational traits of games, we introduce two recent initiatives of game-based learning (GBL), namely, “education in games” and “games in education,” and review a number of representative instances among each initiative. Last but not least, we discuss the current challenges of adopting games in education, and the areas worth further research effort so as to gain new insights into the future development of GBL.


Interactive Learning Environments | 2016

Understanding the concerns of teachers about leveraging mobile technology to facilitate outdoor social inquiry learning: the EduVenture experience

Morris Siu Yung Jong; Chin-Chung Tsai

ABSTRACT Our work is within the context of the ubiquitous discussion about adopting mobile devices to offer school-age students new learner-centric learning opportunities. Leveraging location-based context-aware mobile technology, based on the theoretical foundation of constructivist learning, we have developed EduVenture, an integrated mobile learning system by which teachers can facilitate students pursuing outdoor social inquiry learning in social and humanities education (namely, Liberal Studies in Hong Kong). This paper reports on our study in which we investigated 302 in-service Liberal Studies teachers’ concerns about adopting EduVenture in practice with the Stages of Concern model, in terms of five categorical concerns – Evaluation, Information, Management, Consequence, and Refocusing. Results reveal that their Management concern was the most intense. The findings not only offer us critical insights into formulating more articulated interventions for better supporting teachers’ adoption of EduVenture in schools, but they also provide a useful reference for researchers and practitioners who are pursuing work on integrating mobile learning into school education.


international conference on advanced learning technologies | 2006

VISOLE: A New Game-based Situated Learning Paradigm

Junjie Shang; Morris Siu Yung Jong; Fong Lok Lee; Jimmy Ho-Man Lee

VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a new Game-based Situated Learning Paradigm for Web-based teaching and learning, which aims to help students learn from near real-life experiences and social constructions of knowledge. In this paper, we discuss the theoretical foundation, education paradigm, and technological implementation of VISOLE.


digital game and intelligent toy enhanced learning | 2008

Using Posting Templates for Enhancing Students' Argumentative Elaborations in Learning Villages

Morris Siu Yung Jong; Alex W. C. Tse; Yuxia Zhou; Weiqin Chen; Fong-lok Lee; Jimmy Ho-Man Lee

Learning Villages (LV) is a game-based computer-supported collaborative learning (CSCL) platform, which facilitates studentspsila issue-based discussion in a massively multiplayer gaming environment to attain the goal of argumentative knowledge construction. However, such construction can be achieved only if students can make argumentative elaborations properly in order to benefit from CSCL. This paper discusses our research on the use of posting templates to enhance studentspsila argumentative elaborations in LV. Seventy-four fifth-grade students and two of their teachers from two Hong Kong elementary schools participated in the present study. Results confirm that posting templates, to a certain extent, could assist the students in constructing arguments containing reasons and grounds to rationalize and warrant these arguments. In addition to the provision of the posting templates, we also found studentspsila face-to-face peer-sharing (facilitated by the teachers) could help them reach and sustain a relatively higher level of attainment of argumentative knowledge construction.


digital game and intelligent toy enhanced learning | 2010

A Case Study of a Non-gamer Student's Learning Process in VISOLE

Morris Siu Yung Jong; Fong-lok Lee; Jimmy Ho-Man Lee; Junjie Shang

VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a constructivist pedagogical approach to empower game-based learning. With near real-life simulation gaming context and teacher facilitation (scaffolding and debriefing), VISOLE aims at providing students with opportunities to acquire subject-specific knowledge in a multi-disciplinary fashion as well as sharpen their higher-order thinking skills. This paper discusses a case study carried out in Hong Kong for investigating a non-gamer student’s learning process in VISOLE. The study revealed there were a number of impeding phenomena emerged during the course of this non-gamer student’s participation in VISOLE. Nevertheless, it was found that teachers’ facilitation (the designated teacher facilitation tasks specified in VISOLE, and some new teacher interventions) was able to mitigate or overcome these impeding phenomena. The findings provided insight into the enhancement of the existing design and classroom implementation of VISOLE.


Universal Access in The Information Society | 2016

Exploring young students' learning experiences with the iPad: a comparative study in Hong Kong international primary schools

Tianchong Wang; Dave Towey; Morris Siu Yung Jong

Abstract In recent years, the popularity and capabilities of the iPad®, Apple’s tablet computer, have prompted educational technology advocates and policy makers to evaluate its potential in classrooms. However, there have been few studies examining the tangible user interface (TUI, in which the user manipulates the touchscreen of the device with their fingers), one of the most significant features of the iPad in comparison to previous mobile devices. Therefore, in this paper, the research team examined this interface specifically for its potential in terms of usability with input interaction for young learners. A case study was conducted at three international schools in Hong Kong to explore the impact of the iPad’s TUI on the student learning experience. A mixed-method approach was taken, and 13 observations and 10 interviews were conducted to collect data. With statistical analyses, the amount of students seeking learning support behavior (ASSLS) at the schools employing iPads was compared with that at the school using traditional laptops. Evidence emerged to support the assumption that the TUI on the iPad may contribute to reducing the ASSLS as well as enhancing student engagement and collaboration in class. Implications of the findings in terms of usability, engagement, interaction, practice, and future research are discussed.


International Journal of Web-based Learning and Teaching Technologies | 2008

Harnessing Computer Games in Education

Morris Siu Yung Jong; Junjie Shang; Fong Lok Lee; Jimmy Ho-Man Lee

Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based learning. On top of discussing games’ intrinsic educational traits from the motivational, cognitive and socio-cultural perspectives, we also review two recent foci of game-based learning. The first one is “education in games†which is an approach for adopting existing commercial games for educational use. The second is “games in education†in which the games are designed specifically with underlying pedagogy for some curricula.


international conference on advanced learning technologies | 2011

A Case Study of an Academic Achievement-oriented Student in Game-based Learning

Morris Siu Yung Jong; Fong-lok Lee; Jimmy Ho-Man Lee; Junjie Shang

VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a teacher-facilitated constructivist pedagogical approach to empower game-based learning. In combination with scaffolding, situated cognition, reflection, and debriefing, VISOLE aims at providing students with opportunities to acquire subject specific knowledge in a multi-disciplinary fashion and sharpen their higher-order thinking skills for problem solving. Farmtasia is the first online game designed to facilitate the VISOLE approach. We conducted a qualitative case study, in the setting of formal curricular teaching in a secondary school, to look into the course of students¡¦ learning in VISOLE. This paper discusses a part of the entire study, focusing on delineating an impeding phenomenon, arbitrary gaming, which emerged in an academic achievement-oriented student¡¦s learning process. The findings provided insights into the issue of implementing VISOLE and game-based learning in general in school education.

Collaboration


Dive into the Morris Siu Yung Jong's collaboration.

Top Co-Authors

Avatar

Jimmy Ho-Man Lee

The Chinese University of Hong Kong

View shared research outputs
Top Co-Authors

Avatar

Junjie Shang

The Chinese University of Hong Kong

View shared research outputs
Top Co-Authors

Avatar

Fong Lok Lee

The Chinese University of Hong Kong

View shared research outputs
Top Co-Authors

Avatar

Fong-lok Lee

The Chinese University of Hong Kong

View shared research outputs
Top Co-Authors

Avatar

Eric T. H. Luk

The Chinese University of Hong Kong

View shared research outputs
Top Co-Authors

Avatar

Weiqin Chen

Oslo and Akershus University College of Applied Sciences

View shared research outputs
Top Co-Authors

Avatar

Alex W. C. Tse

The Chinese University of Hong Kong

View shared research outputs
Top Co-Authors

Avatar

Huk-Yuen Law

The Chinese University of Hong Kong

View shared research outputs
Top Co-Authors

Avatar

Kevin K. F. Cheung

The Chinese University of Hong Kong

View shared research outputs
Top Co-Authors

Avatar

Marti K. H. Wong

The Chinese University of Hong Kong

View shared research outputs
Researchain Logo
Decentralizing Knowledge