National Science Committee Research Project


2023-2024 基於程序性心智構圖之虛擬實境學習模式對醫學生腰椎穿刺技能、決策分析及高層之思維之影響

2022-2024 結合概念圖引導機制與人工智慧語音學習助理之擴增實境系統對於學生英語口說能力學習表現與感受之影響

2021-2022 基於漸進式概念圖引導與自動評量機制之虛擬實境探究學習環境對學生自然科學習表現與感受之影響

 

Ministry of Education Research Project


2022 111年度虛擬實境教學應用教材開發與教學實施計畫

2023 112年度虛擬實境教學應用教材開發與教學實施計畫

2023 112年度國中藝術領域表演藝術適性教學教材研發實驗計畫

 

Sponsored Project


2023-2024 AVI機台AR行動導覽系統開發計畫

2023-2024 成型機機台AR行動導覽系統開發計畫 

 

College Student Research Scholarship, National Science Committee


2023 結合3D遊戲機制之電腦程式設計訓練教育遊戲之開發與研究

 

Thesis Advising 


2022 結合漸進式概念圖虛擬實境探究學習環境對學生化學科學習表現與感受之影響

 

Journal Papers


  1. Chang, S. C.,* Hsu, T. C., & Jong, M. S. Y. (Online). Integration of the peer assessment approach with a virtual reality design system for learning earth science. Computers & Education146, 103758. Doi: doi.org/10.1016/j.compedu.2019.103758 (SSCI) (Impact Factor: 8.538)
  2. Chen, C. Y., Chang, S. C., Hwang, G. J., & Zou, D. (Online). Facilitating EFL learners’ active behaviors in speaking: a progressive question prompt-based peer-tutoring approach with VR contexts. Interactive Learning Environments. Doi: doi.org/10.1080/10494820.2021.1878232 (SSCI) (Impact Factor: 3.928)
  3. Fang, J. W., Shao, D., Hwang, G. J., & Chang, S. C. (Online). From Critique to Computational Thinking: A Peer-Assessment-Supported Problem Identification, Flow Definition, Coding, and Testing Approach for Computer Programming Instruction. Journal of Educational Computing Research. Doi: doi.org/10.1177/07356331211060470 (Accepted) (SSCI) (Impact Factor: 3.088)
  4. Huang, H., Hwang, G. J., & Chang, S. C. (Online). Facilitating decision making in authentic contexts: an SVVR-based experiential flipped learning approach for professional training. Interactive Learning Environments. Doi: doi.org/10.1080/10494820.2021.2000435 (SSCI) (Impact Factor: 3.928)
  5. Hwang, G. J., Sung, H. Y., Chang, S. C., & Huang, X. C. (Online). A fuzzy expert system-based adaptive learning approach to improving students’ learning performances by considering affective and cognitive factors. Computers and Education: Artificial Intelligence1, 100003. Doi: doi.org/10.1016/j.caeai.2020.100003 (Scopus)
  6. Liang, H. Y., Hsu, T. Y., Hwang, G. J., Chang, S. C., & Chu, H. C. (Online). A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums. Interactive Learning Environments, 1-15. Doi:doi.org/10.1080/10494820.2021.1897845 (SSCI) (Impact Factor: 3.928)
  7. Lin, H. C., Hwang, G. J., Chang, S. C., & Hsu, Y. D. (Online). Facilitating critical thinking in decision making-based professional training: An online interactive peer-review approach in a flipped learning context. Computers & Education173. Doi: doi.org/10.1016/j.compedu.2021.104266 (SSCI) (Impact Factor: 8.538)
  8. Tu, Y. F., Chang, S. C., & Hwang, G. J. (Online). Analysing reader behaviours in self-service library stations using a bibliomining approach. The Electronic Library. Doi:10.1108/EL-01-2020-0004 (SSCI) (Impact Factor: 1.453)
  9. Yang, Q. F., Chang, S. C., Hwang, G. J., & Zou, D. (Online). Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors. Computers & Education, Doi: doi.org/10.1016/j.compedu.2020.103808 (SSCI) (Impact Factor: 8.538)
  10. Chang, D., Hwang, G. J., Chang, S. C., & Wang, S. Y. (2021). Promoting students’ cross-disciplinary performance and higher order thinking: a peer assessment-facilitated STEM approach in a mathematics course. Educational Technology Research and Development69(6), 3281-3306. (SSCI) (Impact Factor: 3.565)
  11. Fang, J. W., Chang, S. C., Hwang, G. J., & Yang, G. (2021). An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency. Educational Technology Research and Development69(2), 1155-1181. (SSCI) (Impact Factor: 3.565)
  12. Hwang, G. J., & Chang, S. C.* (2021) Facilitating knowledge construction in mobile learning contexts: A bi‐directional peer‐assessment approach. British Journal of Educational Technology, 52(1), 337-357. (SSCI) (Impact Factor: 4.929)
  13. Hwang, G. J., Chang, S. C., Song, Y., & Hsieh, M. C. (2021). Powering up flipped learning: An online learning environment with a concept map‐guided problem‐posing strategy. Journal of Computer Assisted Learning37(2), 429-445. (SSCI) (Impact Factor: 3.862)
  14. Zhao, J., Hwang, G. J., Chang, S. C., Yang, Q. F., & Nokkaew, A. (2021). Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course. Educational Technology Research and Development69(6), 3255-3280. (SSCI) (Impact Factor: 3.565)
  15. Chang, S. C.,* Hsu, T. C., Chen, Y. N., & Jong, M. S. Y. (2020). The effects of spherical video-based virtual reality implementation on students’ natural science learning effectiveness. Interactive Learning Environments28(7), 915-929. (SSCI) (Impact Factor: 3.928)
  16. Chang, S. C.,* Hsu, T. C., Kuo, W. C., & Jong, M. S. Y. (2020). Effects of applying a VR‐based two‐tier test strategy to promote elementary students’ learning performance in a Geology class. British Journal of Educational Technology,51(1), 148-165. (SSCI) (Impact Factor: 4.929)
  17. Lee, S. Y., Wang, T. J., Hwang, G. J., & Chang, S. C. (2019). Effects of the use of interactive E‐books by intensive care unit patients' family members: Anxiety, learning performances and perceptions. British Journal of Educational Technology50(2), 888-901. (SSCI) (Impact Factor: 2.951)
  18. Chang, S. C.,* & Hwang, G. J. (2018). Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions.Computers & Education, 125, 226-239. (SSCI) (Impact Factor: 5.627)
  19. Hsu, T. C., Chang, S. C.,* & Hung, Y. T. (2018). How to learn and how to teach computational thinking: Suggestions based on a review of the literature. Computers & Education, 126, 296-310. (SSCI) (Impact Factor: 5.627)
  20. Hsu, T. C., Chang, S. C.,* & Liu, N. C. (2018). Peer assessment of webpage design: behavioral sequential analysis based on eye tracking evidence. Journal of Educational Technology & Society21(2), 305-321. (SSCI) (Impact Factor: 2.133)
  21. Hwang, G. J., Chang, S. C., Chen, P. Y., & Chen, X. Y. (2018). Effects of integrating an active learning-promoting mechanism into location-based real-world learning environments on students’ learning performances and behaviors. Educational Technology Research and Development66(2), 451-474. (SSCI) (Impact Factor: 1.728)
  22. Wang, S. Y., Chang, S. C., Hwang, G. J., & Chen, P. Y. (2018). A microworld-based role-playing game development approach to engaging students in interactive, enjoyable, and effective mathematics learning. Interactive Learning Environments26(3), 411-423. (SSCI)
  23. Chang, S. C.,* & Hwang, G. J. (2017). Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach. Interactive Learning Environments, 25(5), 667-681. (SSCI) (Impact Factor: 1.604)
  24. Chang, S. C.,* Wang, S. Y., & Hwang, G. J. (2016). A repertory grid-based interactive e-book approach to supporting in-field mobile learning activities in an ecology course. International Journal of Mobile Learning and Organisation, 10(3), 171-186.  (Scopus)
  25. Hwang, G. J., & Chang, S. C. (2016). Effects of a peer competition-based mobile learning approach on students' affective domain exhibition in social studies courses. British Journal of Educational Technology, 47(6), 1217-1231. (SSCI) (Impact Factor: 2.410)
  26. Chu, H. C., & Chang, S. C. (2014). Developing an educational computer game for migratory bird identification based on a two-tier test approach. Educational Technology Research and Development, 62(2), 147-161. (SSCI) (Impact Factor: 1.420)

 

Journal Articles


  1. 張韶宸、許庭嘉和蘇勃郡(2017). 基於認知師徒制的情境遊戲對學生學習排序運算思維的成效分析,教育研究月刊,282 期,43~58。

 

Conference Papers


International

  1. Hwang, G. J., & Chang, S. C. (2013, June). Developing an educational computer game for migratory bird identification based on a two-tier test approach. Paper presented at the International Conference on AECT International Conference on the Frontier in e-Learning Research (ICFER 2013), Taichung, Taiwan.
  2. Chang, S. C., Hwang, G. J., Tsai, C. C., Liang, J. C. (2014, July). An Experiment of a Mobile Competition Game for Investigating Studnets’ Interests in Learning Local Culture. Paper presented at the 14th IEEE International Conference on Advanced Learning Technologies (ICALT2014), Athens, Greece.
  3. Chang, S. C., & Hwang, G. J. (2014, August). Effects of in-field mobile game-based learning activities on students' local culture identity. Paper presented at the 3st IIAI international conference on learning technologies and learning environments (LTLE 2014), Kitakyushu, Japan.
  4. Chang, S. C., Hwang, G. J. (2015, May). An Experiment of a Collaborative Concept Map-Supported Learning Game for Investigating Students' Learning Attitudes and Learning Achievements in Natural Science Course. Paper presented at the International Conference on Digital Learning Strategies and Applications (DLSA 2015), Sapporo, Hokkaido, Japan.
  5. Chang, S. C., Hwang, G. J. (2018, Jan). Impacts of an Augmented Reality-based Guiding Strategy on Students’ Learning Achievement a Motivation in Conducting Scientific Tasks. Paper presented at the International Conference on Technology in Education (ICTE 2018), Hong Kong, China.

中文研討會

  1. 張韶宸、朱蕙君 (2011 年 5 月)。建立以雙層次測驗為基礎之 RPG 遊戲式學習系統-以候鳥識別課程為例。第十五屆全球華人計算機教育應用大會(GCCCE 2011),杭州,中國。
  2. 劉詩妤、賴秋琳、張韶宸、宋涵鈺、黃國禎(2012 年 10 月)。基於提問式註記策略之設計課程行動學習系統。第八屆臺灣數位學習發展研討會(TWELF 2012),國立成功大學,臺灣。
  3. 王聖淵、張韶宸、黃國禎(2013 年 11 月)。導入凱利方格策略的互動式電子書學習模式對於魚類生態學習成效之影響。第九屆臺灣數位學習發展研討會(TWELF 2013),國立自然科學博物館,臺灣。
  4. 張韶宸、劉冠志、黃國禎(2014 年 5 月)。基於交互式電子書之加護病房護理指導模式對病人家屬在科技接受度與焦慮感之影響。第十八屆全球華人計算機教育應用大會(GCCCE 2014),上海,中國。
  5. 張韶宸、陳志鴻、李欣諭、黃國禎(2016 年 5 月)。結合概念圖與遊戲策略對國小學童自然科行動學習成效之影響。第二十屆全球華人計算機教育應用大會(GCCCE 2016),香港,中國。
  6. 董俐嫺、張韶宸、黃國禎(2017 年 5 月)。結合雙層次測驗及回饋機制之程式設計學習模式對學生學習成就及感受之影響。第二十ㄧ屆全球華人計算機教育應用大會(GCCCE 2017),北京,中國。
  7. 许庭嘉、張韶宸(2017 年 7 月)。结合扩增实境与教具于运算思维的排序算法学习成效分析。全球华人探究学习创新应用大会(GCCIL 2017),成都,中國。
  8. 詹筌亦、張韶宸、許庭嘉、蔡佩如。(2018, May 25-29)。國文素養課程研發: 實地踏查後應用虛擬實境製作進行反思的影響。第22屆全球華人計算機教育應用大會(GCCCE2018)。第22屆全球華人計算機教育應用大會(GCCCE2018),中國、廣州:華南師範大學。
  9. 葉軒宇、張韶宸、鄧進宏(2021年12月)。結合漸進式概念圖虛擬實境探究學習環境對於學生化學科學習表現與感受之影響。2021國家講座系列活動:「跨疫情的教與學:思維創新與實踐革新」研究生學術精進研討會,台灣,台北:國立臺灣師範大學。
  10. 葉軒宇、張韶宸、鄧進宏(2022年5月)。導入漸進式概念圖於化學虛擬實境學習環境對學生化學科學習表現與感受之影響。第二十六屆全球華人計算機教育應用大會(GCCCE 2022),台灣,新竹: 國立清華大學。