About
31
Publications
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Introduction
Dr. Shao-Chen, Chang graduated from the Institute of Applied Science and Technology, National Taiwan University of Science and Technology.
Currently working at the Institute of Digital Learning and Education in Taiwan University of Science and Technology as a postdoctoral researcher .
His academic expertise includes mobile and ubiquitous learning, digital game-based learning, augmented reality and virtual reality.
Education
September 2012 - January 2017
Publications
Publications (31)
Dementia patients may have language barriers and decreased comprehension ability. Their family caregivers can feel frustrated when communicating with them. Poor communication hinders family caregivers from obtaining accurate health information about patients, and may also increase their emotional burden, affecting patient care quality. The present...
In recent years, several studies have reported the potential of employing digital games in EFL (English as Foreign Language) courses to promote students' learning motivation. However, scholars have pointed out that students generally lack self‐learning ability, which is the key to the success of learning a foreign language. Therefore, it is crucial...
Scholars believe that computational thinking is one of the essential competencies of the 21st century and computer programming courses have been recognized as a potential means of fostering students’ computational thinking. In tradition instruction, PFCT (problem identification, flow definition, coding, and testing) is a commonly adopted procedure...
Facilitating decision making in authentic contexts is an important educational objective of professional training. To enable learners to have more opportunities to practice in authentic contexts under the guidance of instructors, the flipped learning mode of shifting the lectures to be the pre-class activity with the presentation of digital media h...
STEM (science, technology, engineering, and mathematics) refers to the cross-disciplinary learning design for engaging students in applying integrated knowledge to complete a project or solve a complex problem. It has been recognized by many scholars for its educational significance. However, STEM tasks are generally complex and challenging to stud...
It is widely recognized that flipped learning has great potential for enhancing students’ conceptual understanding through the reversed arrangement of before-class learning activities and in-class settings. However, this approach also raises the challenge of students having to obtain the learning content by themselves, especially for abstract conce...
Designing activities for learners to deal with problems and cultivate their higher order thinking is critical in professional training. Peer review is to allow a group of learners with similar abilities and knowledge background to promote their higher order thinking and reflective thinking through mutual observation and comments. However, in the co...
The competences of making good use of digital information and technology as well as making critical judgments and communicating with others have been considered as important educational objectives, in particular, for teacher education. Peer assessment is a frequently adopted learning strategy to assist students in rating and offering instant feedba...
In the past decades, collaborative game-based learning has been used to facilitate students’ learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students’ learning performance and motivation, unequal participation could negatively influence the learning effectiveness of collabo...
Speaking is a challenge for most English learners owing to the lack of practicing environments and partners. The virtual reality (VR) technology has changed this situation by providing learners with rich opportunities for practice. In VR-based practicing environments, peer tutoring is a common strategy for promoting peer assistance. However, in con...
Purpose
The present study aims, by adopting bibliomining, to analyse the borrowing and collection records in self-service libraries at mass rapid transit stations in northern Taiwan to discover reader borrowing preferences and patterns.
Design/methodology/approach
The current study used data mining to analyse two years of book-borrowing informatio...
Scholars have suggested that flipped learning can be enhanced by designing effective in‐class learning activities to improve students' higher order thinking skills. Problem posing has been recognized as such a learning strategy that has great potential for improving students' higher order thinking skills. However, it has been reported as a challeng...
With the advancements in technology networks, mobile learning has been extensively applied in teaching contexts, enabling closer interaction between students and authentic environments. Previous studies have indicated that, when learning in real‐world contexts, students need to interact with real learning targets and peers as well as the digital le...
Digital game-based language learning promotes motivation and enables learners to immerse themselves in learning. However, some gaming elements (e.g., competition and challenge) or learning content (e.g., difficulty levels) may have different influences on different learners, especially those with low self-efficacy or academic achievement, as compet...
Scholars have indicated the importance of providing guidance and support for individual learners. In the past decades, most studies have developed adaptive learning systems to address this issue mainly based on students’ cognitive status, such as their learning achievements. However, several educators have pointed out the need to take learners’ aff...
This study developed a peer assessment approach incorporated into virtual reality (VR) design activities for fifth-grade students to learn knowledge about a geological park in their natural science course. All the students were asked to design a VR project after they had learned the geological knowledge, so as to raise their environmental awareness...
Science and technology are driving people’s life changes, including education and the environment. Many scholars have attempted to import technology into the classroom to help students learn in different subjects. However, students often need assistance with unfamiliar learning approaches and learning environments. This study proposed a non‐immersi...
With the continuous development and innovation of information technology, virtual reality (VR) has become an important topic of education technology in recent years. VR is not only applied in many industries, but is also used by scholars for education applications as it enables students to have an immersive learning experience to enhance their lear...
In an intensive care unit (ICU), patients' families play a very important role; however, they often lack medical knowledge and are extremely anxious, which could affect their ability to take care of the patients. The effects of giving conventional paper‐based instruction are limited in terms of improving patients' families' understanding of the fac...
This study employed an eye-tracking machine to record the process of peer assessment. Each web page was divided into several regions of interest (ROIs) based on the frame design and content. A total of 49 undergraduate students with a visual learning style participated in the experiment. This study investigated the peer assessment attitudes of the...
Engaging students in real-world learning contexts has been identified by educators as being an important way of helping them learn to apply what they have learned from textbooks to practical problems. The advancements in mobile and image-processing technologies have enabled students to access learning resources and receive learning guidance in real...
In traditional teacher-centered mathematics instruction, students might show low learning motivation owing to the lack of applied contexts. Game-based learning has been recognized as a potential approach to addressing this issue; however, without proper alignment between the gaming and math-applied contexts, the benefits of game-based learning coul...
In this study, a mission synchronization-based peer-assistance approach is proposed to improve students’ learning performance in digital game-based learning activities. To evaluate the effectiveness of the proposed approach, an experiment has been conducted in an elementary school natural science course to examine the participants’ learning attitud...
Previous studies have indicated the importance of having students learning from the real-world contexts via observing and interacting with authentic learning target; in the meantime, educators have also pointed out the need of providing effective supports to help students organise knowledge acquired from both the courseware and real-world contexts....
One of the important and challenging objectives of social studies courses is to promote students' affective domain exhibition, including learning interest, positive attitudes and local culture identity. In this paper, a location-aware mobile learning approach was proposed based on a competition strategy for conducting local cultural activities in t...
One of the important and challenging objectives of social studies courses is to promote students' affections toward local culture, including their local culture identity. In this paper, a mobile game was developed for conducting local cultural activities in the field. The students were asked to learn with the mobile game by throwing a dice to deter...
In this paper, a mobile competition game was developed in the form of a competitive board game for engaging students in learning local cultural. The students were asked to learn with the mobile game by throwing a dice to determine their moves on a tablet computer. Each move of the mobile game was related to a real-world observation task or an onlin...
Although educational computer games have been recognized as being a promising approach, previous studies have indicated that, without supportive models, students might only show temporary interest during the game-based learning process, and their learning performance is often not as good as expected. Therefore, in this paper, a two-tier test approa...