Catalogue of Research Results
A. English Journal Papers
- Seprum, P., Chang, S. C., & Wongwatkit, C. (2025). Exploring the impact of formative and summative assessment approaches in virtual reality emergency response learning. Interactive Learning Environments, 1-15. https://doi.org/10.1080/10494820.2025.2503227 (SSCI,Q1,Impact Factor: 5.85)
- Lin, H. C., Huang, H., Tsai, C. K., & Chang, S. C. (2025). Improving the quality of communicating with dementia patients: A virtual reality‐based simulated communication approach. British Journal of Educational Technology, 56(1), 167-189. (SSCI,Q1,Impact Factor: 9.33)
- Hwang, G. J., Lin, A. C., & Chang, S. C.* (2024). Effects of incorporating a two-tier assessment-based guiding mechanism into contextual games on students’ learning achievement and behaviors in horticultural education. Interactive Learning Environments, 32(10), 6845-6867. (SSCI,Q1,Impact Factor: 5.85,通訊作者)
- Chang, S. C., & Wongwatkit, C. (2024). Effects of a peer assessment-based scrum project learning system on computer programming’s learning motivation, collaboration, communication, critical thinking, and cognitive load. Education and Information Technologies, 29(6), 7105-7128. (SSCI,Q1,Impact Factor: 4.8,第一作者)
- Chang, C. Y., Panjaburee, P., & Chang, S. C.* (2024). Effects of integrating maternity VR-based situated learning into professional training on students’ learning performances. Interactive Learning Environments, 32(5), 2121-2135. (SSCI,Q1,Impact Factor: 4.965,通訊作者)
- Huang, H., Hwang, G. J., & Chang, S. C. (2023). Facilitating decision making in authentic contexts: an SVVR-based experiential flipped learning approach for professional training. Interactive Learning Environments, 31(8), 5219-5235. (SSCI,Q1,Impact Factor: 3.928)
- Liang, H. Y., Hsu, T. Y., Hwang, G. J., Chang, S. C., & Chu, H. C. (2023). A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums. Interactive Learning Environments, 31(5), 2692-2706. (SSCI,Q1,Impact Factor: 5.85)
- Chen, C. Y., Chang, S. C., Hwang, G. J., & Zou, D. (2023). Facilitating EFL learners’ active behaviors in speaking: A progressive question prompt-based peer-tutoring approach with VR contexts. Interactive Learning Environments, 31(4), 2268-2287. (SSCI,Q1,Impact Factor: 4.965)
- Chu, S. T., Hwang, G. J., Chien, S. Y., & Chang, S. C. (2023). Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts. British Journal of Educational Technology, 54(2), 534-553. (SSCI,Q1,Impact Factor: 5.268)
- Fang, J. W., Shao, D., Hwang, G. J., & Chang, S. C. (2022). 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, 60(5), 1301-1324. (SSCI,Q1,Impact Factor: 4.345) (publish: January 12, 2022)
- Chang, S. C.,* Hsu, T. C., & Jong, M. S. Y. (2020). Integration of the peer assessment approach with a virtual reality design system for learning earth science. Computers & Education, 146, 103758. Doi: doi.org/10.1016/j.compedu.2019.103758 (SSCI) (Impact Factor: 8.538)
- Huang, H., Hwang, G. J., & Chang, S. C. (2023). Facilitating decision making in authentic contexts: an SVVR-based experiential flipped learning approach for professional training. Interactive Learning Environments, 31(8), 5219-5235. (SSCI) (Impact Factor: 3.928)
- Lin, H. C., Hwang, G. J., Chang, S. C., & Hsu, Y. D. (2021). Facilitating critical thinking in decision making-based professional training: An online interactive peer-review approach in a flipped learning context. Computers & Education, 173. Doi: doi.org/10.1016/j.compedu.2021.104266 (SSCI) (Impact Factor: 8.538)
- Tu, Y. F., Chang, S. C., & Hwang, G. J. (2021). Analysing reader behaviours in self-service library stations using a bibliomining approach. The Electronic Library, 39(1), 1-16. Doi:10.1108/EL-01-2020-0004 (SSCI) (Impact Factor: 1.453)
- 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,Q1,Impact Factor: 4.929)
- 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 Development, 69(6), 3281-3306. (SSCI) (Impact Factor: 3.565)
- 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)
- 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 Learning, 37(2), 429-445. (SSCI) (Impact Factor: 3.862)
- 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 Development, 69(6), 3255-3280. (SSCI) (Impact Factor: 3.565)
- Hwang, G. J., Sung, H. Y., Chang, S. C., & Huang, X. C. (2020). A fuzzy expert system-based adaptive learning approach to improving students’ learning performances by considering affective and cognitive factors. Computers and Education: Artificial Intelligence, 1, 100003. Doi: doi.org/10.1016/j.caeai.2020.100003 (Scopus)
- Yang, Q. F., Chang, S. C., Hwang, G. J., & Zou, D. (2020). 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)
- 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 Environments, 28(7), 915-929. (SSCI) (Impact Factor: 3.928)
- 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)
- 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 Technology, 50(2), 888-901. (SSCI) (Impact Factor: 2.951)
- 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)
- 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)
- 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 & Society, 21(2), 305-321. (SSCI) (Impact Factor: 2.133)
- 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 Development, 66(2), 451-474. (SSCI) (Impact Factor: 1.728)
- 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 Environments, 26(3), 411-423. (SSCI)
- 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)
- Chang, S. C.,Hsu, T. C., & Su, P. C. (2017). The effectiveness of the students using a situational game based on cognitive apprenticeship for learning sorting computational thinking. Journal of Education Research, (282), 43-58.
- 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)
- 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)
- 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)
B. Chinese Journal Papers:
- 張韶宸、許庭嘉和蘇勃(2017,Oct). 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。
C. Conference Papers:
- English conference
- Chang, S.-C. (2023, March). Investigating the effects of an artificial intelligence-based AR conversational learning system (AI-ARCLS) applied to an ESP course on students’ motivation and oral skills. Proceedings of the International Conference on Artificial Intelligence and Education (ICAIE 2023), 1–4.
- Chang, S.-C. (2024, July). Investigating the impact of AI-based rating and recommendation system on freshman ESP English speaking skills and cognitive load. Proceedings of the International Conference on Open and Innovative Education (ICOIE 2024).
- Yeh, S.-Y., Chang, S.-C., & Teng, C.-H. (2022, May). Effects of integrating the progressing concept mapping with virtual reality into inquiry environment on students' performance and perception of learning science. Global Chinese Conference on Computers in Education (GCCCE 2022), Online.
- Chang, S.-C., & Hwang, G.-J. (2018, January). Impacts of an augmented reality-based guiding strategy on students’ learning achievement and motivation in conducting scientific tasks. International Conference on Technology in Education (ICTE 2018), Hong Kong, China.
- Chang, S.-C., & Hwang, G.-J. (2015, May). An experiment of a collaborative concept map-supported learning game for investigating students’ learning attitudes and achievements in natural science course. International Conference on Digital Learning Strategies and Applications (DLSA 2015), Sapporo, Hokkaido, Japan.
- Chang, S.-C., Hwang, G.-J., Tsai, C.-C., & Liang, J.-C. (2014, July). An experiment of a mobile competition game for investigating students' interests in learning local culture. In 2014 IEEE 14th International Conference on Advanced Learning Technologies (pp. 154–156). IEEE. https://doi.org/10.1109/ICALT.2014.49
- Chang, S.-C., & Hwang, G.-J. (2014). Effects of in-field mobile game-based learning activities on students’ local culture identity. In 2014 IIAI 3rd International Conference on Advanced Applied Informatics (pp. 297–300). IEEE. https://doi.org/10.1109/IIAI-AAI.2014.68
- Chinese conference
- Huang, C.-J., Fang, Y.-C., Kuo, J.-C., Huang, H.-I., & Chang, S.-C. (2024, July). 資料視覺化與 AI 生成圖像表現整合互動體驗:以「愛無能」為議題. Proceedings of the Taiwan Conference on Human-Computer Interaction (TAICHI 2024), 國立成功大學, 台南, 台灣.
- Dao, N. D., & Chang, S.-C. (2025, May). Impact of technology-enhanced cooperative learning based on dialogic feedback strategy on students’ learning effectiveness. Proceedings of the Global Chinese Conference on Computers in Education (GCCCE 2025), 江南大學, 無錫, 中國.
- Chang, S.-C., & Han, R.-F. (2025, May). 基于 K 近邻算法和人工智能的个性化推荐机制互动学习平台之开发. Proceedings of the Global Chinese Conference on Computers in Education (GCCCE 2025), 江南大學, 無錫, 中國.
- Hung, P.-H., Teng, C.-H., & Chang, S.-C. (2024, December). 結合適應性鷹架之擴增實境學習方法對於學生在化學科的學習成效和感受之影響. 2024全國教育系所研究生學術研討會, 國立高雄師範大學, 高雄, 台灣.
- Liao, H.-Y., & Chang, S.-C. (2024, March). 探討鷹架策略對低年級兒童程式學習成效的影響:以 Scratch JR 為例. 第十九屆台灣數位學習發展研討會 (TWELF 2024), 東海大學, 台中, 台灣.
- Yeh, H.-Y., Chang, S.-C., & Teng, C.-H. (2021, December). 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. 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, 國立臺灣師範大學, 台北, 台灣.
- Chan, C.-Y., Chang, S.-C., Hsu, T.-C., & Tsai, P.-J. (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 (GCCCE 2018), 華南師範大學, 廣州, 中國.
- 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),廣州,中國。
- Hsu, T.-C., & Chang, S.-C. (2017, July). 結合擴增實境與教具於運算思維的排序演算法學習成效分析. 全球華人探究學習創新應用大會 (GCCIL 2017), 成都, 中國.
- Tung, L.-H., Chang, S.-C., & Huang, K.-J. (2017, May). 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. 第二十一屆全球華人計算機教育應用大會 (GCCCE 2017), 北京, 中國.
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
- 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。
Projects
- 國科會計畫
2025.8~2026.7 NSTC 114-2410-H-227 -006 基於共構概念圖的元宇宙支持護理課程協作學習環境之建置、應用與社會情緒學習歷程分析
2024.8~2025.7 NSTC 113-2410-H-155 -020 結合虛擬實境繪畫練習對學生學習感受與成效之研究
2024.8~2025.7 NSTC 113-2410-H-227 -010 基於遊戲化策略的支持性回饋機制之虛擬實境職場培訓系統之建立、應用及成效分析
2024.8~2026.7 NSTC 113-2628-H-155-001-MY2 結合社會調節引導機制和AI語音學習助理之擴增實境學習環境對於學生英語口說學習表現與感受之影響(優秀年輕學者計畫)
2022.8~2024.7 MOST 111-2628-H-155-001-MY2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 (優秀年輕學者計畫)
2021.2~2022.6 MOST 110-2511-H-155-001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
- 產學合作計畫:
2023.3~2024.6 IC-111004敬鵬工業 AVI機台AR行動導覽系統開發
2024.8~2025.7 F1208300C敬鵬工業 成型機擴增實境虛實整合模型開發
- 教育部計畫
2024.10~2025.7 教育部113-114年虛擬實境教學應用教材開發與教學實施計畫「板塊移動大冒險:因地製移」
2024.1~202412 教育部113年度虛擬實境教學應用教材開發與教學實施計畫 「超時空之旅-台灣史」
2023.10~2024.12 教育部112年度結合原住民族教育議題之適性化學習導引之評量、回饋、知識環境建構與數位教材發展協力計畫
2022.3~2022.12 教育部111年度虛擬實境教學應用教材開發與教學實施計畫—「救難英雄」
- 大專生專題研究計畫
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
2024 結合遊戲化機制之小組競賽IRS學習歷程輔助分析系統對於大學生學習成效與感受之影響
- 碩士論文指導
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
2023探討鷹架策略對低年級兒童程式學習成效與後設認知之影響 : 以Scratch JR 為例