Cheng-Huan Chen

Cheng-Huan Chen
Asia University · Department of M-Commerce and Multimedia Applications

PhD

About

29
Publications
6,923
Reads
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420
Citations
Introduction
Dr. Cheng-huan Chen is an assistant professor in the Department of M-Commerce and Multimedia Applications at Asia University, Taiwan. He received his master’s and Ph.D. degrees in the Graduate Institute of Information and Computer Education from National Taiwan Normal University (NTNU) in 2010 and 2017, respectively. His research interests include technology-enhanced learning, computer-supported collaborative learning, and educational technology. Website: https://LIT.asia.edu.tw/
Additional affiliations
September 2018 - present
Asia University
Position
  • Professor (Assistant)
September 2016 - January 2017
Taipei City University of Science and Technology
Position
  • Instructor
Education
September 2010 - June 2017
National Taiwan Normal University
Field of study
  • Information and Computer Education
September 2007 - June 2010
National Taiwan Normal University
Field of study
  • Information and Computer Education
September 2003 - June 2007
Chang Gung University
Field of study
  • Computer Science and Information Engineering

Publications

Publications (29)
Article
Project-based learning is generally considered an alternative to traditional, teacher-led instruction. However, there is a noticeable lack of meta-analyses with regard to determining its overall effects on students’ academic achievement, and what study features may moderate the impacts of project-based learning. This study thus performed a meta-ana...
Article
This study developed an intergroup competition mechanism and integrated it into a multitouch platform for collaborative design-based learning (DBL) to enhance elementary school students’ engagement, learning achievement, and creativity. A total of 58 elementary school students in 2 sixth-grade classes participated in the study over a period of 9 we...
Article
This study designed a set of computerized collaboration scripts for multi-touch supported collaborative design-based learning and evaluated its effects on multiple aspects of metacognitive self-regulation in terms of planning and controlling and mathematical literacy achievement at higher and lower levels. The computerized scripts provided a sequen...
Article
Aim/Purpose: The present study investigated and compared students’ attention in terms of time-on-task and number of distractors between using a touchscreen and a pen tablet in mathematical problem solving activities with virtual manipulatives. Background: Although there is an increasing use of these input devices in educational practice, little r...
Article
This study proposed a computerized inquiry-stage-dependent argumentation assistance and investigated whether this can help improve elementary students' performance in science processes and the construction of quality arguments. Various argumentation assistances were developed and incorporated into each stage of scientific inquiry in a computer-supp...
Article
Full-text available
The use of augmented reality (AR) technology in the science curriculum has the potential to assist students in comprehending abstract and complex concepts or unobservable phenomena, as well as to better explain knowledge regarding science content by superimposing virtual objects over genuine items or environments in a multidimensional approach. How...
Chapter
With the development and popularisation of information and communications technology (ICT), e-learning has become an important 21st-century learning and teaching trend. Over the last two decades, the developments made by Taiwan in various fields of e-learning, whether in research or practical applications, has received considerable international at...
Article
The goal of this study was to investigate the determinants affecting university students’ attitude and intention towards using a learning management system from the perspective of self-determination theory, and to examine the moderating effect of gender and usage experience and the relationships between these determinants. Two hundred forty-one Chi...
Article
Recent research has been very attentive to the examination of learners’ behavioural patterns of using learning management systems (LMS), but these studies seldom address the diversity in the LMS usage behaviours of teachers. This study aimed to discover the behavioural patterns of university instructors regarding the use of an LMS by using sequenti...
Article
Providing early predictions of academic performance is a necessity in identifying at-risk students and subsequently providing them with timely intervention for critical factors affecting their academic performance. Although e-book systems are often used to provide students with teaching/learning materials in university courses, seldom research has...
Article
Purpose: This study aims to explore the English learning achievement, learning attitudes, perceptions, and challenges faced by college students experiencing both synchronous and asynchronous distance English teaching in Taiwan during the COVID-19 pandemic. Design/methodology/approach: Ninety freshman students in two General English classes of a...
Article
The Wufeng Studies is a course offered by the Center for General Education at a university in central Taiwan. It has been established for 15 years with the aim of leading students to know local Wufeng, understand Wufeng, and ultimately serve Wufeng. This study hypothesized that students can learn from course materials provided on the BookRoll syste...
Article
“Making” has its origin in the maker movement, emphasizes novel, innovative creations by adopting applicable technologies, and fosters students’ creativity or encourages them to engage in creative thinking in school-based making activities, in which teachers act as a facilitator for the implementation of creative pedagogy. This study constructed a...
Article
Block-based visual programming tools, such as Scratch, Alice, and MIT App Inventor, provide an intuitive and easy-to-use editing interface through which to promote programming learning for novice students of various ages. However, very little attention has been paid to investigating these tools' overall effects on students' academic achievement and...
Article
Purpose: In this study, a meta-analysis was performed to synthesize research investigating the effects of mobile learning on students’ academic achievement in Taiwan. The research data were extracted from theses, peer review journals, and conference papers published between 2005 and 2019. Factors potentially moderating the overall effects were also...
Article
Students’ prior knowledge contributes to their e-book reading comprehension and might affect the usability of an e-book system. This study explored the influence of university students’ prior knowledge on the usability of an e-book system termed “BookRoll,” which was introduced in the context of an information and technology course in this study. O...
Article
Full-text available
Abstract The low birth rate in Taiwan has led to a severe challenge for many universities to enroll a sufficient number of students. Consequently, a large number of students have been admitted to universities regardless of whether they have an aptitude for academic studies. Early diagnosis of students with a high dropout risk enables interventions...
Conference Paper
This study aims to analyze which particular learning behaviors with eBook supported learning are associated with high-achievers in language learning. This specifically focuses on English output (refers to English writing in this study) performance. Furthermore, to compare learning with and without an eBook, this study observes the correlation betwe...
Article
This study introduced BookRoll, a digital teaching material delivery and e-book reading system, to record and trace students' preview status through the BookRoll dashboard in a university course and further support their self-regulated learning. One hundred nine freshmen from two separate classes at a university located in central Taiwan participat...
Article
In recent years, flipped learning has grown in popularity and been more widely adopted as a mechanism of enabling active learning, which is used in different educational scenarios. This paper describes a novel extension of flipped learning by integrating student question-generation and an instant response system into the higher education curriculum...
Article
Full-text available
This study explored emphasized solution strategies taught by frequently found mathematics instructional websites, which teach students how to multiply and divide fractions. Based on the searching results of the well-known search engine Google, content analysis was conducted on 32 instructional websites containing fraction multiplication or division...
Article
A note-taking activity involves two main processes: taking notes and reviewing notes This study investigated the effects of integrating shared note-taking and questioning review (including answering) in elementary school computer classes. A blog platform was adopted and modified to allow students in a group lo create and share notes and questions....
Conference Paper
This study investigates the feasibility of integrating blog technology into elementary classrooms to support collaborative note taking. Note-taking activities mainly involve two processes: taking notes and reviewing notes. In this study, students were provide a matrix form shared with which to take notes and were required to use self-questioning fo...
Conference Paper
This study explores the attitudes of elementary school students toward integrating wikis or blogs into collaborative lecture notes. A wiki site was used for collaborative note editing. A team of students divided their note-taking pages, record information on respective area of responsibility and reciprocally supplemented information to their partne...
Conference Paper
The purpose of this study was to examine the effectiveness of collaborative note-taking and to find the difference between co-editing note-taking and sharing note-taking in science learning performance, note-taking performance, and satisfaction for taking notes on wiki/blog platforms. Three note-taking forms were compared: co-editing condition, in...

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Projects

Projects (2)
Project
The purpose of this project is to develop learning activities that can support elementary student co-creation and experience of VR content face-to-face in the classroom or remotely online, providing corresponding real-time collaboration scripts to assist students in group activities and creating a new way of learning for the post-COVID-19 pandemic era. This project will be divided into three phases which are expected to accomplish its aims in three years. The first year will be spent using meta-analysis to analyze the factors that influence the effects of collaborative learning in VR, designing a cross-field STEAM project, and conducting a pilot study to better understand the problems and difficulties of student collaboration in the classroom. This process will serve as the basis for the design of the following activities and scripts. The second year serves to develop a collaborative script that supports student co-creation and experience of VR content face-to-face in the classroom; moreover, the VR learning environment will be adjusted to conduct experimental instruction with and without scripts, wherein the effectiveness of this collaborative script will be evaluated. The third year goes further by designing another collaboration script that supports student co-creation and experience of VR content in a distance context, adjusting and expanding the script that supports face-to-face collaboration, and arranging experimental instructions to explore the difference between the effects of both distance and face-to-face activities.
Project
This project introduced “Multi-Touch enhanced Collaborative Design-Based Learning” (M-T CDBL), which integrates design-based learning and multi-touch technology, to elementary school classrooms.