20062018
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Research Output 2006 2018

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Chapter
2017

Evaluation and Assessment in an Online Setting: The Case of Asynchronous Online Discussion

Mehdiabadi, A. H. & Huang, W. D., Jul 31 2017, Handbook on Measurement, Assessment, and Evaluation in Higher Education. Secolsky, C. & Denison, D. B. (eds.). Routledge, p. 619-628

Research output: Chapter in Book/Report/Conference proceedingChapter

Social Perceptions, Gender Roles, and Female Leadership: A Theoretical Grounding for Understanding the Underrepresentation of Women in Top-Level Management

Seo, G. & Huang, W. D., 2017, Encyclopedia of Strategic Leadership and Management. Wang, V. X. (ed.). IGI Global, p. 619-630

Research output: Chapter in Book/Report/Conference proceedingChapter

2016

Retaining disciplinary talents as informal learning outcomes in the digital age: An exploratory framework to engage undergraduate students with career decision-making processes

Huang, W-H. & Oh, E. G., 2016, Handbook of Research on Learning Outcomes and Learning Opportunities in the Digital Age. Wang, V. X. (ed.). Hershey, PA: IGI Global, p. 402-420 19 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

informal learning
decision-making process
career
student
resources

Technological Tools to Enhance Workplace Learning among Virtual Team Members

Andrade, J. & Huang, W. D., 2016, Handbook of Research on Learning Outcomes and Opportunities in the Digital Age. Wang, V. X. (ed.). IGI Global, p. 308-328

Research output: Chapter in Book/Report/Conference proceedingChapter

workplace
employee
learning
conflict theory
attribution theory
2015

Cognitive load and empathy in serious games: A conceptual framework

Huang, W-H. & Tettegah, S., Mar 31 2015, Gamification: Concepts, Methodologies, Tools, and Applications. IGI Global, Vol. 1-4. p. 390-403 14 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

Data storage equipment
Serious games

Cognitive load and empathy in serious games: A conceptual framework

Huang, W-H. & Tettegah, S., Sep 21 2015, Gamification for Human Factors Integration: Social, Education, and Psychological Issues. IGI Global, p. 17-30 14 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

Data storage equipment
Serious games

Improving practice through non-instructional technology platforms: A case for technology's role in a nonprofit network

Bell, A. M., Hernandez, A. L. & Huang, W-H., Mar 31 2015, Cases on Human Performance Improvement Technologies. IGI Global, p. 117-153 37 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

Communities of practice
Virtual community
Informal learning
Activity network
Stakeholders
2014

Design and evaluation of mobile learning from the perspective of cognitive load management

Huang, W-H. & Andrade, J., May 31 2014, Handbook of Research on Education and Technology in a Changing Society. IGI Global, p. 291-306 16 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

cognitive learning
social learning
learning theory
evaluation
management

Professional development with graduate teaching assistants (TAs) teaching online

Hood, D. W. & Huang, W-H., Mar 31 2014, Adult and Continuing Education: Concepts, Methodologies, Tools, and Applications. IGI Global, Vol. 1-4. p. 212-227 16 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

assistant
graduate
Teaching
responsibility
university
2013

Online Learning Engagement System (OLES) design framework for postsecondary online learning environments: A synthesis on affordances from game-based learning, social media- enabled learning, and open learning

Huang, W-H., Jun 30 2013, Handbook of Research on Teaching and Learning in K-20 Education. IGI Global, p. 182-200 19 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

open learning
social media
learning environment
learning
Learning environment
2012

Empowering Digital Learners: A Self-Managing Learning Process Framework for Digital Game-Based Learning System (DGBLS)

Huang, W. D. & Yang, D., 2012, Interactivity in E-Learning: Case Studies and Frameworks. Wang, H. (ed.). IGI Global, p. 210-229

Research output: Chapter in Book/Report/Conference proceedingChapter

learning process
interactive media
learning
stimulus
learning behavior

Game-based virtual-world environments to engage lifelong learners in open courseware for open learning

Huang, W-H., Li, J. & Lin, M. F. G., Dec 1 2012, Handbook of Research on Technologies for Improving the 21st Century Workforce: Tools for Lifelong Learning. IGI Global, Vol. 1. p. 76-97 22 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

open learning
educational content
informal learning
lifelong learning
learning

Professional development with graduate teaching assistants (TAs) teaching online

Hood, D. W. & Huang, W-H., Dec 1 2012, Virtual Mentoring for Teachers: Online Professional Development Practices. IGI Global, p. 26-42 17 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

assistant
graduate
Teaching
responsibility
university
2010

Cognitive load and empathy in serious games: A conceptual framework

Huang, W-H. & Tettegah, S., Dec 1 2010, Gaming and Cognition: Theories and Practice from the Learning Sciences. IGI Global, p. 137-150 14 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

Data storage equipment
Serious games

Let's get serious about e-games: A design research approach toward an emerging perspective

Huang, W-H. & Johnson, T. E., Dec 1 2010, Ubiquitous Learning. Cope, B. & Kalantzis, M. (eds.). University of Illinois Press, p. 144-155 12 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

2009

An integrated evaluation approach for e-learning systems in career and technical education

Huang, W-H. & Aragon, S. R., Dec 1 2009, Handbook of Research on E-Learning Applications for Career and Technical Education: Technologies for Vocational Training. IGI Global, p. 396-407 12 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

career education
technical education
electronic learning
evaluation
learning

Instructional Game Design Using Cognitive Load Theory

Huang, W. D. & Johnson, T., 2009, Handbook of Research on Effective Electronic Gaming in Education. Ferdig, R. E. (ed.). IGI Global, p. 1143-1165

Research output: Chapter in Book/Report/Conference proceedingChapter

learning
cognitive learning
dialogue
efficiency
experience
2008

Complex skills development for today's workforce

Johnson, T. E. & Huang, W-H., Dec 1 2008, Understanding Models for Learning and Instruction. Springer US, p. 305-325 21 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

worker
level of information
educational institution
learning environment
expertise