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Publications (559)
Digital competence is an essential skill for pre-service teachers, and self-regulation is an important factor in this competence. However, lack of emotional support often affects development of students’ digital competence. Therefore, an emotional support-embedded robot-based self-regulated learning (ES-RSRL) system was developed. This ES-RSRL appr...
Over the past few decades, computer-supported collaborative learning (CSCL) has received increasing worldwide attention. We conducted an integrative review and word cloud analysis to reveal implicit connections among core CSCL papers, offering direction for future research. The analysis was based on a sample of 100 fundamental CSCL papers, which we...
Argumentation is a complex skill essential for English as a Foreign Language (EFL) students to effectively use their English language and reasoning abilities in writing and speaking. Constructing arguments without proper collaborative scaffolding and technological support can be cognitively demanding. Generative artificial intelligence (Gen AI) in...
Traditional interprofessional care education often encounters a problem: the lack of sufficient opportunities for trainees to collaboratively address practice cases. With the advent of information technology, integrating digital escape rooms into educational settings has emerged as an innovative pedagogical strategy for training that requires colla...
Background
Self‐regulated learning (SRL) is a predictive variable in students' academic performance, especially in virtual reality (VR) environments, which lack monitoring and control. However, current research on VR encounters challenges in effective interventions of cognitive and affective regulation, and visualising the SRL processes using multi...
Enhancing students’ civic literacy is considered an essential educational goal in the 21st century. Therefore, in the teaching process, how to provide students with opportunities to solve problems and how to provide immediate feedback to help students make correct decisions when facing real problems are important and challenging issues. Digital gam...
In the artificial intelligence age, cultivating young children's computational thinking (CT) has sparked tremendous attention. Programmable robotics is a developmental-appropriate and screen-free means that provides young children with great opportunities to learn programming and develop CT. However, it is reported that young children might have di...
Artificial Intelligence (AI) education in primary schools has received a great deal of attention globally, and it is thus important to investigate primary school students’ perceptions and understanding of AI learning. Therefore, in this study, 673 drawings of conceptions of AI learning by third to sixth grade students were collected. Firstly, a dra...
Immersing learners in authentic scenarios to prompt them to construct knowledge within specific contexts, and to apply what they have learned to problem solving is an essential learning approach in medical and nursing education. However, nurses often do not have the opportunity to experience many specialized or emergency situations in the real worl...
Researchers have indicated the importance of engaging learners in self-regulated learning (SRL) states when situated in game-based learning contexts; however, it remains a challenge for both educational and educational technology researchers to effectively integrate both. To this end, this study investigated how SRL strategies are interwoven with g...
In the contemporary society, it is important to cultivate students’ visual literacy. However, there has been a lack of sufficient training for students to improve their visual literacy in the classroom. A problem-posing approach (Visual Thinking Strategy, VTS, a learning strategy with question sequences to facilitate critical inquiry) has been prop...
The effectiveness of digital game-based language learning (DGBLL) has been recognized by scholars. With the development of computer technology and multimedia learning environments, computer agents have been widely used in game systems to provide learning guidance or assistance. A computer agent is a virtual character created in a digital learning s...
Dialectical thinking is a way of discussing and analyzing things from different viewpoints to reach a solution. It is often taught in language courses by conducting argumentation activities. However, without providing effective strategies or tools, learners generally encounter difficulties in structuring their viewpoints during the argumentation pr...
To win in sports competitions, in addition to excellent sports skills, coping strategies in the face of various competition situations are also critical for success. Therefore, cultivating students' diverse, creative and flexible tactical application abilities is an important educational goal in sports training. However, in the online component of...
In the artificial intelligence (AI) era, K-12 AI education has attracted great attention. With the increasing prevalence of AI, students are likely to have misconceptions about AI starting in elementary school. Hence, it is crucial to explore an effective approach to change elementary students’ misconceptions and facilitate their scientific underst...
Fostering students’ critical thinking and creative thinking is an important aim in education. For example, art courses not only focus on artwork creation, but also on theoretical knowledge for identifying artworks. In the conventional lecture-based instruction mode for theoretical knowledge delivery, students’ learning outcomes could be affected ow...
In vocational education, cultivating students’ ability to deal with real cases is a crucial training objective. The BSFE (i.e., Brainstorming, Screening, Formation, Examination) model is a commonly adopted training procedure. Each stage is designed for guiding students to analyze and find solutions to handle real cases. However, as one teacher is g...
Previous studies have designed educational methods to cultivate digital citizenship behavior and support the construction of knowledge. However, these methods have not well incorporated personalized feedback mechanisms for enhancing digital citizenship knowledge. Therefore, this study proposed an algorithm that combines concept-effect propagation,...
Many studies have incorporated concept maps into digital games to enable learners to make connections between subject concepts in the game. However, most learners do not associate spontaneously with the thematic concepts in the game but need to be facilitated by effective scaffolding mechanisms to reconceptualize the learning process and content. T...
Augmented reality (AR) technology has potential advantages for application in STEM education. However, existing relevant studies lack a comprehensive quantitative analysis of the impact of AR on student achievement in STEM education. In this study, a meta-analysis of 33 studies published in eight SSCI journals of educational technology between 2010...
Painting is the most fundamental kind of art, and is one important part of creative practice in art courses. In typical painting classes, students paint a picture independently with only a few theoretical explanations and may lack authentic experience of the painting topic. It would therefore be meaningful to construct a new painting form to enhanc...
Low-stakes assessment has gained attention in recent years due to its link to enhancing learning effects and its essential role in learning evaluation. Unlike high-stakes assessments, low-stakes assessments have little or no consequences for learners’ academic performance, and are designed to support the feedback-oriented learning process. Providin...
Laboratory courses can help students learn in a meaningful way. In the past, students encountered difficulties in chemistry laboratory courses due to limited access to equipment and space for practicing experimental operations. In recent years, virtual laboratories have allowed students to repeatedly practice in order to achieve their experimental...
Many scientific concepts and theorems are often abstract and challenging to relate to real-life problems, making it difficult for students to grasp them. Therefore, some researchers have attempted to enhance students’ understanding by employing a contextual learning approach, which allows students to apply scientific knowledge to real situations in...
Recently, alternate reality games (ARGs) have been applied in museum learning to encourage learners' active engagement through playful problem‐solving activities. However, most learners have insufficient prior knowledge and metacognitive skills to complete the learning tasks in such games. To support learning with ARGs, there is a need to provide p...
Background
Painting is the foundational expression across all art forms and is one of the key creative practices for fostering students' aesthetic ability and creativity within fine arts courses. Collaborative painting in the form of socially shared regulation of learning (SSRL) can be recognized as an effective strategy for enhancing creativity in...
Self-regulatory learning skills are recognized as an essential factor motivating students to learn. The lack of self-regulatory learning skills could reduce students' learning performance. Therefore, engaging students in making learning plans, executing the plans, and reflecting on their learning remains a challenge for teachers. To address this pr...
With the growing popularity of Virtual Reality (VR), the integration of the Community of Inquiry (CoI) framework provides insights into its role in facilitating student learning in VR environments. VR offers immersive experiences and visualization of abstract concepts. However, the abundance of information in VR can be overwhelming without proper g...
There have been obstacles for individual students to participate in project-based learning, such as the lack of learning engagement and the frustration of encountering difficulties. Therefore, this study proposed a collaborative project-based learning approach with SVVR technology to enhance students' project-based learning outcomes. A quasi-experi...
Robotics education has received widespread attention in K-12 education. Studies have pointed out that in robotics courses, learners face challenges in learning abstract content, such as constructing a robot with a good structure and writing programs to drive a robot to complete specific learning tasks. The present study proposed the embodied learni...
Learning with digital games has gained considerable popularity. While digital game‐based learning has the potential to improve learners' language learning achievement, engagement and motivation, there still exists a gap when it comes to providing effective feedback to learners within these games. Conventional digital games generally provide learner...
Background
Cultivating staff's professional English has become an imperative and challenging issue in English as a Foreign Language (EFL) countries. English for medical professionals is also the common language around the world for publishing new medical knowledge or reports. Therefore, Medical English for Health Professionals (MEHP) is a crucial r...
In conventional digital game-based learning, geographic maps are generally used to provide students with the whole picture of the gaming contexts, while the concepts to be learned are separately presented as individual gaming objects. Scholars have indicated the problems of such a gaming content design, in which students could encounter difficultie...
This study proposes an embodiment-based learning strategy in RALL with a social semiotic approach for EFL courses in secondary education. The results suggest that RALL activities at different levels of embodied cognition are conducive to improving student language learning, with variability in their effectiveness due to differences in learners' att...
How to improve students’ problem-solving skills and creativity and adapt them to the new situation of the twenty-first century is a rather important educational objective at present, and is expected to be for a long time to come. Project-based learning (PBL) is considered to be an approach that can develop students’ higher-order thinking skills, wh...
This study explored the effects of a self-adapted mobile concept mapping-based problem-posing (CMPP) approach applied in a virtual museum context. To investigate the effectiveness of the proposed approach, a quasi-experimental design was applied to compare the critical thinking tendency, meta-cognition tendency, problem-solving tendency, computatio...
In language learning, it is important to foster students’ computational thinking and improve their skills of building arguments and dialectical structure, teamwork, and decision accuracy. This is especially so in English language courses which aim to promote students’ cultural learning interest, creative thinking, and oral presentation. Collaborati...
Digital technology has brought new opportunities for language education. Multimodal literacy refers to the ability to read, watch, understand, respond to, and generate multimodal texts. Multimodality, promoted by scholars, generates meaning in multiple modes. Hence, digital storytelling (DST) presented with multimodal content has been extensively a...
In professional training, it is important to provide students with opportunities to make judgments on practical cases. However, most training courses are conducted in a one-to-many teaching mode, and it is not easy to consider the needs of individual students. In this study, a technology-supported Decision, Reflection, and Interaction (DRI)-based p...
Research on chatbots has distinct interdisciplinary features and can be generalized to learning in various fields. However, related research is still fragmented across disciplines and applications.
This study aimed to develop a decision-guided chatbot for interdisciplinary learning. To inves�tigate the effects of this learning model on learning ac...
At present, with the rapid development of the internet and the gradual promotion of online collaborative learning, the social regulation of learning is receiving increasing attention, which involves socially shared metacognition, one facet of social metacognition. To date, social regulation of learning or socially shared metacognition have been wid...
With the rapid development of Artificial Intelligence, automatic writing evaluation (AWE) has received much attention from English Foreign Language (EFL) writing teachers. However, the obstacles and potential problems of integrating AWE in EFL writing instruction have yet to be explored. Scholars have indicated that the effectiveness of AWE in EFL...
This study proposed a robot-assisted digital storytelling approach to reduce hospitalized children’s anxiety about intravenous injections and to improve their therapeutic communication and therapeutic engagement. In order to verify the effectiveness of the robot-assisted digital storytelling approach, a randomized controlled study was implemented....
Reading comprehension is critical and challenging for the English learning process. EFL (English as Foreign Language) learners often do not understand the meaning of the text due to the lack of an authentic learning context. This easily leads learners to read literally without deeply understanding. To address this issue, an article-structure strate...
Fostering students’ competence in applying interdisciplinary knowledge to solve problems has been recognized as an important and challenging issue globally. This is why STEM (Science, Technology, Engineering, Mathematics) education has been emphasized at all levels in schools. Meanwhile, the use of robotics has played an important role in STEM lear...
Adaptive technologies and augmented realities are two kinds of technologies that significantly change the way of delivering formal and informal learning content. This track aims to present the up-to-date research and applications of adaptive technologies and/or augmented realities in education. It is expected that via reporting those quality studie...
In a conventional English role-play performance, students are expected to achieve such diverse language functions in spoken interaction and receive individual feedback for the use of language. However, it is challenging for teachers and peers to provide immediate corrective feedback to students without aid. Thus, employing an artificial intelligenc...
Most conventional information literacy classes apply direct instruction where students focus on memorizing target knowledge. As this approach promotes little active learning, while digital storytelling could effectively involve students, we proposed a digital storytelling approach to enhancing students’ information literacy development in this stud...
In the COVID-19 pandemic, delivering learning content to students via the use of technologies has become mainstream. Among various technology-supported learning modes, game-based language learning (GBLL) has been considered an effective approach to engaging learners in joyful and interactive contexts. This study aims to provide an overview of GBLL...
In recent years, smart healthcare technologies used to facilitate precision medicine in clinical practice have increasingly become a topic of discussion. Nurses and nurse preceptors are critical professionals in hospitals, and are also the frontline staff using smart healthcare. The purpose of this study was to investigate nurses’ and nurse precept...
Background
Social annotation (SA) allows users to collaboratively highlight important texts, make comments and discuss with each other on the same online document. This would not only accelerate and deepen learners' cognitive understanding of information, but also help build a sense of rapport, which is critical especially because of the worldwide...
In professional healthcare training programs, field experience after physical courses is essential for students to become professionals. However, the outbreak of the pandemic has restricted such field experience, and so students’ problem-solving awareness when facing clinical emergencies in a professional field after graduation has become a critica...
STEM teachers are critical mediators of knowledge, and their performance can directly impact students' learning experiences and knowledge acquisition. To ensure the quality of STEM instruction, countries worldwide have launched STEM teacher professional development (TPD) programs. It is paramount to know how these programs have been implemented and...
This research reviews 56 robots in science education (RSE) research articles published in SSCI (Social Sciences Citation Index) journals in the Web of Science (WoS) database. The analysis results showed that there were three clusters of RSE studies: robots in elementary science education, robot-based STEM activities, and robot-facilitated computati...
In science education, chemistry is a discipline that involves macroscopic matter and microscopic particles. It is difficult for the traditional teaching approach to help learners comprehend abstract chemical knowledge. Researchers have attempted to use Virtual Reality (VR) to help learners realize meaningful knowledge via visualizing the learning c...
It has always been a challenging issue to develop complex professional skills accompanied with sufficient professional knowledge and correct judgement. Previous studies have indicated that students have more opportunities for practice in flipped learning contexts. Basically, complex professional skills training is often risky in different real‐worl...
Aims: This study aimed to identify high-impact papers on global nursing to determine and
analyze the publication of articles on core competencies in nursing-related journals and the
research trends in the era of globalization.
Background: Bibliometrics has been shown to be an effective method for analyzing
publications. Through bibliometrics, nursi...