勇於提問,持續探索

「There is no stupid question.」這句話是我大學時期從指導老師那裡學來的。這代表著教室中所有的問題都是有意義的!你的問題也可能是別人的問題。勇於發問,也勇於為他人解答。教室便是老師與學生、學生與學生間教學相長的場所。「Stay hungry, stay foolish.」永遠要保持謙虛,探索新知。

沙粒般的一步,也是偉大的一步

「我想要說的,前人們都說過了。我想要做的,有錢人都做過了。」這是草東沒有派對樂團的一段歌詞,也是現代學子的心聲。但是,相似的內容,自己動手,融合自己的個人特色與想法所產出的成果便是偉大的一步。縱使你認為你的成果如沙粒一般,但終有一日便能聚沙成塔!學問便是站在巨人的肩膀上往前看,仍何人都能是別人的「巨人的肩膀」,你也可以。

 

期刊論文


  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)

 

英文研討會論文


  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

 

中文研討會論文


  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。