Be Bold, Keep Exploring

"There's no such thing as a stupid question." I learned this from my college advisor. It means that every question in the classroom is valuable! Your question might be someone else's question too. Be brave and ask away, and be willing to help others find answers. The classroom is a place where teachers and students, and students and students, learn from each other. "Stay hungry, stay foolish." Always be curious and keep learning.

Every Step Counts

"Everything I want to say has already been said. Everything I want to do, the rich have already done." These lyrics from Sodagreen reflect the sentiments of many students today. But even if the content is similar, when you do it yourself and put your own unique spin on it, that's a giant leap forward. Even if you feel like your contribution is as small as a grain of sand, one day you can build a mountain! Knowledge is about standing on the shoulders of giants, and everyone has the potential to be that giant for someone else. 

Journal Papers 


  1. Chen, Y.-C., & Hou, H.-T. (2024). A Mobile Contextualized Educational Game Framework With ChatGPT Interactive Scaffolding for Employee Ethics Training. Journal of Educational Computing Research. (SSCI)
  2. Chen, Y. C., & Hou, H. T. (2024) Design of a Digital Gamified Learning Activity for Relationship Education with Conceptual Scaffolding and Reflective Scaffolding. The Asia-Pacific Education Researcher. (SSCI)
  3. Chen, Y. C., Hou, H. T. & Wu, C. H. (2023) Design and development of a scaffolding-based mindtool for gamified learning classrooms, Journal of Educational Computing Research, 61, 1, 3-29. (SSCI)
  4. Chen, Y. C., Chao, C. Y., & Hou, H. T (2023) Learning pattern recognition skills from games: Design of an online pattern recognition educational mobile game integrating algebraic reasoning scaffolding, Journal of Educational Computing Research. (SSCI)
  5. Chen, M. F., Chen, Y. C., Zuo. P. Y., & Hou, H. T (2023) Design and evaluation of a remote synchronous gamified mathematics teaching activity that integrates multi-representational scaffolding and a mind tool for gamified learning, Education and Information Technologies. (SSCI)

 

English Conference Papers


  1. Chen, Y. C. & Hou, H. T. (2024). Design and Evaluation of the Framework of ChatGPT-based situational non‑player character scaffolding for educational games, paper presented at IIAI International Congress on Advanced Applied Informatics (IIAI LTLE 2024), July 6-12, 2024, Takamatsu, Japan.
  2. Wang, S. C., Chen, Y. C., Chung, P. C., & Hou, H. T. (2024). Design of Creative Thinking Skills Training Activity using Board Game with Mobile technology, paper presented at IIAI International Congress on Advanced Applied Informatics (IIAI LTLE 2024), July 6-12, 2024, Takamatsu, Japan.
  3. Huang, C. H., Chen, Y. C., & Hou, H. T. (2024). Integrating technology-supported multi-representational scaffolding into board game for learning muscular system physiology. paper presented at the The Southeast Asian Conference on Education (SEACE2024), February 15-19, 2024, Thailand.
  4. Chen, Y. C., & Hou, H. T. (2023). Design of an Employment Ethics Educational Mobile Game Combined with Realistic Situations, paper presented at IIAI International Congress on Advanced Applied Informatics Winter (IIAI LTLE Winter 2023), December 11-13, 2023, Bali, Indonesia.
  5. Chien, C. C., Kuo, C. C., Chen, Y. C., & Hou, H. T. (2023). Design and evaluation of a simulation business management educational card game combined with dynamic feedback from mobile technology, paper presented at IIAI International Congress on Advanced Applied Informatics (IIAI LTLE 2023), July 8-13, 2023, Koriyama, Japan.
  6. Li, Z. Y., Chen, Y. C., & Hou. H. T. (2023) Design and Evaluation of an Online Interactive Story Game for Learning the Theory of Love Attachment Style, paper presented at the The Southeast Asian Conference on Education (SEACE2023), February 10-13, 2023, Singapore.
  7. Chao, C. Y., Chen, Y. C., & Hou. H. T. (2022) The Development and Preliminary Evaluation of a Mobile Game for Pattern Recognition Learning, paper presented at the International Conference on Computers in Education (ICCE2022), November 28– December 2, 2022, Cyberspace.
  8. Ji, J. I., Chen, Y. C., Kuo C. C., & Hou, H. T. (2021) Designing an Educational Board Game-“Story of Court” for training Chinese reading comprehension: Analysis of learning effects, flow, acceptance and anxiety, paper presented at the 15th European Conference on Games Based Learning (ECGBL2021), 23th – 24th September 2021, Brighton, UK. (online)
  9. Chen, Y. C., & Hou, H. T. (2020) Development and Evaluation of a Computer Supported Collaborative Learning Tool for Teaching Activities Using Educational Board Games, paper presented at the International Conference on Computers in Education (ICCE2020), 23-27 November 2020 (online)
  10. Wu, C., Chen, Y.-C., & Wu, S. (2018). Development of a collaborative learning space for student generated-question strategy. Proceedings of the 6th International Conference on Information and Education Technology (ICIET). https://doi.org/10.1145/3178158.3178177

 

Chinese Conference Papers


  1. 陳昱錡、侯惠澤 (2023)。整合情境線索的線上遊戲式愛情成癮症類型教學活動之初探。台灣數位學習發展研討會,TWELF 2023,2023/03/9-10,墾丁。
  2. 李侑運、陳昱錡、侯惠澤 (2020)。結合角色扮演與擴增實境鷹架的博物館實境卡片解謎遊戲之設計與評估。The 24th Global Chinese Conference on Computer Education (GCCCE, 2020),2020/09/12-16,蘭州,中國。
  3. 陳昱錡、吳純萍、李世忠 (2018)。大學生認知策略培訓桌遊設計之滿意度研究。國立臺南大學教學創新學術研討會暨第 38 屆課程與教學論壇,2018/06/23,台南。