Publications by authors named "Samuel K W Chu"

The pandemic has catalyzed a significant shift to online/blended teaching and learning where teachers apply emerging technologies to enhance their students' learning outcomes. Artificial intelligence (AI) technology has gained its popularity in online learning environments during the pandemic to assist students' learning. However, many of these AI tools are new to teachers.

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In K-12 schools, classes are forced to transform online due to the class suspension amid the COVID-19 pandemic. Educators began to design alternative ways to conduct some meaningful learning activities for their students. However, not all subject disciplines could be easily transformed online, especially for those requiring much social interaction and creation processes.

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It is necessary and important to understand public responses to crises, including disease outbreaks. Traditionally, surveys have played an essential role in collecting public opinion, while nowadays, with the increasing popularity of social media, mining social media data serves as another popular tool in opinion mining research. To understand the public response to COVID-19 on Weibo, this research collects 719,570 Weibo posts through a web crawler and analyzes the data with text mining techniques, including Latent Dirichlet Allocation (LDA) topic modeling and sentiment analysis.

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Objectives: When evaluating the effectiveness of a method for instructing adolescents in sexual health literacy, it is essential to consider how the method motivates learning, promotes a change of attitude, increases knowledge gain, and engages students (MAKE). This article reports on the development and validation of a unified, comprehensive framework for evaluating the efficacy of games in teaching sexual health behaviors for curbing unhealthy sexual outcomes to secondary school adolescents in low resource settings.

Methods: The initial validation of the MAKE framework was administered to 120 students using quantitative data collection and analysis.

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An effective innovative pedagogy for sexual health education is required to meet the demands of technology savvy digital natives. This study investigates the extent to which game-based learning (GBL) and gamification could improve the sexual health education of adolescent students. We conducted a randomized control trial of GBL and gamification experimental conditions.

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Previous studies have shown that depression is negatively associated with hope and social support. However, little research has been undertaken to investigate the theoretical mechanisms underlying the connections among hope, social support, and depression. This study examined how two types of self-esteem (personal and relational) would mediate the relationship of hope and social support to depression among 384 Hong Kong adolescents (age: 12-18 years; M = 14, SD = 1.

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Objectives: A game application, "Making Smart Choices", was developed to fill the gap of limited easy-to-access resources available on sex education in Hong Kong and to disseminate correct knowledge and positive attitudes toward sex to teenagers using popular platforms such as tablets, Facebook, and the Web.

Subjects And Methods: Three versions of the game (iPAD, Facebook, and Web-based) were developed using HTML5. A theoretical framework that involved game-based learning and participatory design approach was used to design, develop, modify, and optimize the game for use with secondary school students (n=1176) 12-16 years of age.

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Given the increasing use of web technology for teaching and learning, this study developed and examined an extended version of the theory of planned behaviour (TPB) model, which explained students' intention to collaborate online for their group projects. Results indicated that past experience predicted the three antecedents of intention, while past behaviour was predictive of subjective norm and perceived behavioural control. Moreover, the three antecedents (attitude towards e-collaboration, subjective norm and perceived behavioural control) were found to significantly predict e-collaborative intention.

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Objectives: This study surveyed Web 2.0 application in three types of selected health or medical-related organisations such as university medical libraries, hospitals and non-profit medical-related organisations.

Methods: Thirty organisations participated in an online survey on the perceived purposes, benefits and difficulties in using Web 2.

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