About
89
Publications
26,387
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
3,547
Citations
Introduction
Dr. Ting-Chia Hsu, who is also known as Ching-Kun Hsu before, is currently a Distinguished Professor in the Department of Technology Application and Human Resource Development in National Taiwan Normal University. Her research interests include computer-assisted learning, mobile learning, personalized learning.She was awarded a project research abroad (Singapore) from MOE in 2011, NTNU Academic Excellence Award (2014-2016, 2017-2019, 2019-2021), the NSC Special Outstanding Talent Award (2013-2019), Wu-Da-Yu Memorial Award from the Ministry of Science and Technology.
Current institution
Additional affiliations
July 2019 - January 2020
February 2019 - present
February 2016 - January 2019
Education
September 2007 - June 2012
August 2002 - January 2006
September 1995 - June 1999
Publications
Publications (89)
This research attempts to cultivate the AI literacy of junior high sci-ml students and aims to evaluate the learning effectiveness of integrating game-based learning with problem-based learning to improve their A1 literacy. using a self- developed board game on Naive Bayes Classifier and Generative AI applications as teaching material, students eng...
This study examines the effects of combining design thinking with game- based learning (GBL) in an educational environment focused on improving learning achievement, computational thinking skills, and artificial intelligence literacy. using a one-group pretest-posttest design, this study engaged sixth-grade students to measure the impact of these i...
This panel discussion explores the theory-informed utilization of smart technologies in language learning, focusing on contextualized, authentic, and communicative approaches. Integrating advanced smart technologies such as Artificial Intelligence, Augmented Reality, Virtual Reality, learning analytics, and robotics into language education offers n...
This study examines the progressive behavior patterns of learners in online asynchronous discussions during different phases of self-regulated learning, using the Bookroll platform. Learners engaged in self-regulated activities, such as previewing videos at home and participating in online discussions, over a three-month period. The activity logs w...
This study investigated the impact of self-regulated learning (SRL) motivation and strategies on academic performance in a programming course using learning analytics techniques. Data were collected from 250 students, including their coding behaviors, SRL motivations, and strategies. K-means clustering was applied to categorize students into two di...
This study aimed to compare the effectiveness of the experiential learning cycle (ELC) and self-regulated learning (SRL), both implemented through a game-based approach (AI 2 Robot City board game), in fostering computational thinking (CT) and understanding of artificial intelligence (AI) applications in university level. The sample consisted of 63...
The purpose of this study was to determine whether educational board games have a significant impact on learning motivation by developing the information media literacy educational board game Hi-Life. It also examined the differences in learning motivation between the competitive group and the cooperative learning group through a randomized experim...
With the rise of artificial intelligence (AI), cultivating the AI abilities of the new generation of learners has become crucial. However, currently, there is a lack of tools in education found to effectively enhance students' AI abilities. To discover effective ways to foster students' understanding of AI concepts and skills, this research develop...
Having strong computational thinking (CT) skills is key for students studying computer science (CS) and STEM-related fields. However, relying too heavily on programming languages can hinder students' understanding and application of CT concepts. Therefore, to effectively promote the learning of CT, this study conducted a quasi-experimental design t...
Given the increasing international emphasis on the importance of identifying and critiquing media content and the proper use of information and communication software, it is imperative to enhance students’ media and information literacy education. In this study, an educational board game for media and information literacy was developed to cultivate...
This study aims to investigate the impact of peer assessment and educational board games on computational thinking (CT) and artificial intelligence (AI) courses using a two-factor experimental design. Combining educational technology, we designed an AI speech recognition course suitable for first-year students with no prior knowledge of CT or AI. T...
Computational thinking (CT) is crucial in education for providing a multifaceted approach to problem-solving. However, challenges exist such as supporting teachers' knowledge of CT and students' desire to learn it, particularly for non-technical students. To combat these challenges, Computer Supported Collaborative Learning (CSCL) has been introduc...
Despite the importance of technology, pedagogical and content knowledge (TPACK) to teachers’ professional development, many teachers still fail to clearly distinguish and apply its concepts. Most teachers lack the concept of technology-integrated teaching, resulting in low self-efficacy for TPACK and being unable to implement TPACK in actual situat...
[This corrects the article DOI: 10.3389/fpsyg.2022.888215.].
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL achieve...
Young learners’ vocabulary learning needs interaction with language input when they are engaged in an activity. Given that AI-supported image recognition technologies offer hands-on learning in authentic contexts, and that self-regulated learning (SRL) enables learners to monitor and evaluate their learning when interacting with multi-sensory exper...
The study explored the effects of an interdisciplinary learning approach on developing students' English learning (EL) and computational thinking (CT) through two different game-based learning approaches. A quasi-experiment was conducted to evaluate the effectiveness of this approach in terms of enhancing students' CT knowledge and their EL achieve...
There is a growing number of products for learning the interdisciplinary application of science, technology, engineering, art, and mathematics (STEAM) in K-12. However, there is no general assessment tool for those STEAM creations, so as to help parents or instructors to experience and evaluate the STEAM products created or sold by companies or pro...
While the role of computational thinking (CT) has been widely reported in technology applications and further integrated into interdisciplinary learning, the integration of pedagogy-supported interdisciplinary activities for the empowerment of girls’ learning must not solely emphasise CT problem-solving skills. Rather, it must scaffold them with in...
This research explored the creative thinking, learning achievement, and engagement of students when they integrated the application of the personal audio classifier (PAC) into the competition of a computational thinking (CT) board game (i.e., the experimental group), or did not integrate it into the competition but only collaborated with peers to t...
[This corrects the article DOI: 10.3389/fpsyg.2022.888215.].
Designing artificial intelligence (AI) artefact learning has gone beyond command-line-based instruction, to include a low-barrier threshold with block-based programming. Such instructional design must not solely emphasise AI workings. Rather, it must offer students computational thinking (CT) practice to support their AI-related artefact creation w...
Using educational robots (ERs) to integrate computational thinking (CT) with cross-disciplinary content has gone beyond Science, Technology, Engineering, and Mathematics (STEM), to include foreign-language learning (FL) and further cross-context target-language (TL) acquisition. Such integration must not solely emphasise CT problem-solving skills....
The purpose of this study was to design a curriculum of artificial intelligence (AI) application for secondary schools. The learning objective of the curriculum was to allow students to learn the application of conversational AI on a block-based programming platform. Moreover, the empirical study actually implemented the curriculum in the formal le...
In order to promote the practice of co-creation, a real-time collaboration (RTC) version of the popular block-based programming (BBP) learning environment, MIT App Inventor (MAI), was proposed and implemented. RTC overcomes challenges related to non-collocated group work, thus lowering barriers to cross-region and multi-user collaborative software...
This chapter reports on the integrations of Chinese, geography, and information technology courses, with teachers from each discipline collaborating to prepare their courses, as an example of Content and Language Integrated Learning (CLIL). This empirical study employed mobile devices in the learning activities, used the situated learning strategy,...
This study attempted to evaluate the learning effectiveness of using the MIT App Inventor platform and its Personal Image Classifier (PIC) tool in the interdisciplinary application. The instructional design was focused on applying PIC in the integration of STEAM (i.e., Science, Technology, Engineering, Art, and Mathematics) interdisciplinary learni...
Young students’ engagement in computer programming has been recognized as a crucial issue in educational settings nowadays. In this study, a block-based programming approach was employed to investigate its impacts on the learning anxiety, playfulness, and enjoyment of young students with different academic levels. A total of 175 10th graders partic...
This study proposed plugged and unplugged approaches for young students to simultaneously improve their interdisciplinary learning performance in English and Computational Thinking (CT). The plugged approach involved adopting educational robots to enhance CT and to provide English vocabulary and sentence practice via a board game. The unplugged ver...
This study aimed at developing an instructional tool for the artificial intelligence education of young students, and used learning analytics to identify the sequential learning behavioral patterns of students during the process of learning with the instructional tool. The instructional experiment took 9 weeks. The first stage of the course was 5 w...
In this study, a peer assessment-based mobile learning approach was implemented and evaluated in a vocational design certification course. A quasi-experiment was conducted to explore the impact of the proposed approach on the learning achievements and motivations of the students with active and reflective styles. It was found that the students usin...
This book constitutes the thoroughly refereed post-workshop proceedings of the 4th International Symposium, SETE 2019, held in conjunction with ICWL 2019, in Magdeburg, Germany, in September 2019.
The 10 full and 6 short papers presented together with 24 papers from 5 workshops were carefully reviewed and selected from 34 submissions. The papers co...
In this study, we used the application software installed on students’ smart phones as instantly interactive tools during class time in a flipped learning context. One popular daily-life instant interaction application, Line, provided the students with text or multimedia feedback in time sequence; one non-daily instant interaction application, PAL+...
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...
This study utilized unplugged computational thinking learning material named Robot City as the instructional material. The board game corresponds to structural programming, including sequential structure, conditional structure, repetitive structure, and the modeling concept of calling a procedure in programming languages. According to the different...
Many education systems have recognized the importance of computational thinking and coding skills and are implementing curricular changes to introduce coding into formal school education. A necessary and critical success factor involves the preparation of and support for teachers to teach coding. Thus, understanding the perceptions of teachers towa...
This study developed and compared two augmented reality learning systems for third-grade students to learn English vocabulary in situated surroundings. One system was developed based on a collective game-based (CGB) design, in which the students had to collect all seven reality targets without being restricted as to which they could start from. The...
In recent years, Computational Thinking (CT) Education for K-12 students and undergraduates has become an important and hotly discussed issue. In Taiwan, starting from August 2019, all students in secondary schools will be required to be fostered with computational thinking competencies. This chapter discusses not only the preparation of students t...
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 this study, 3 Mobile-Assisted Language Learning interfaces are proposed considering the Cognitive Theory of Multimedia Learning, Cognitive Load Theory, and the Active/Reflective learning styles. A quasi-experimental design was adopted to compare the effects of 3 smartphone interfaces, namely partial English captions (EG1), full English captions...
This study examines four elements of learner motivation, attention, relevance, confidence, and satisfaction, in an EFL speaking course that uses the computer mediated communication (CMC) tool Google Hangouts. The study found that a preparatory concept mapping task before the CMC sessions improved students’ perceived attention, relevance, confidence...
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...
This special issue aims at publishing the empirical studies related to mobile learning
application and strategies in diversified settings and contexts. The advancement of
personal computing devices, from personal computers to mobile devices, has been
gradually changing the landscape of technology-transformed human learning and
development all over...
This study compared the learning effectiveness, speaking time length, communication competence, foreign language speaking anxiety, and cognitive loads of high and low English proficiency students playing the roles of both assessors and practitioners in a mobile-assisted language learning activity. This study integrated a concept-mapping application...
To stimulate classroom interactions, this study employed two different smartphone application modes, providing an additional instant interaction channel in a flipped classroom teaching fundamental computer science concepts. One instant interaction mode provided the students (N = 36) with anonymous feedback in chronological time sequence, while the...
This study attempted to use the application software installed on students' smartphones as an instant interactive tool in the classroom in a university course on basic computer science concepts. This study compared two different systems. One instant interaction application provided the students with multimedia feedback in time sequence, while the o...
Programming concepts are important and challenging to novices who are beginning to study computer programming skills. In addition to the textbook content, students usually learn the concepts of programming from the web; however, it could be difficult for novice learners to effectively derive helpful information from such non-structured open resourc...
In this chapter, a study for developing and comparing two augmented reality (AR) learning systems for third grade students to learn English vocabulary in situated surroundings is presented. One system was developed based on a collective game-based design in which the students had to collect all seven checkpoints without being restricted as to which...
Scholars have indicated the importance of considering anxiety in language learning. They have also pointed out the potential of integrating learning content into gaming contexts. However, few have explored in-depth the learning processes in game-based learning environments while also taking students' learning anxiety into account. To address this i...
In this study, a peer assessment system using the grid-based knowledge classification approach was developed to improve students' performance during computer skills training. To evaluate the effectiveness of the proposed approach, an experiment was conducted in a computer skills certification course. The participants were divided into three groups:...
The aim of this study was to develop a multimedia e-book and augmented reality learning materials to assist 10th grade students in learning basic woodworking knowledge and related operations in their living technologies course. For the purpose of achieving personalized learning, the learning effectiveness, motivation, and cognitive loads of the stu...
This study uses interactive e-book in English instruction and explores its benefits as well as negatives in the ninth grade students' learning achievements in the English blank-filling cloze test. A questionnaire is used to investigate students' 'perceived usefulness' and 'perceived ease of use' towards using the interactive e-book in learning Engl...
The aim of this study was to provide adaptive assistance to improve the listening comprehension of eleventh grade students. This study developed a video-based language learning system for handheld devices, using three levels of caption filtering adapted to student needs. Elementary level captioning excluded 220 English sight words (see Section 1 fo...
This paper reports a novel, mobile-assisted, game-based learning design for Chinese character learning. In playing the ‘Chinese-PP’ game in a 1:1 (one-device-per-student) setting, each of the 31 target students in Primary 3 (9 years old) is assigned a Chinese character component. A student may make use of his/her own and peers’ character components...
Fostering the listening comprehension of English as Foreign Language (EFL) learners has been recognized as an important and challenging issue. Videos have been used as one of the English listening learning resources; however, without effective learning supports, EFL students are likely to encounter difficulties in comprehending the video content, l...
The study aims to explore whether different amount of the first language (Chinese) information will lead to different effectiveness on high school students' listening comprehension and vocabulary recall. Furthermore, the study also discusses the relationship between different difficult degrees of videos with two kinds given amount of subtitles/capt...
This study used interactive e-book in English instruction and explored its benefits as well as negatives of 9th grader students' learning achievements in the English blank-filling cloze test. A questionnaire is used to investigate students' "perceived usefulness" and "perceived ease of use" toward using the interactive e-book in learning English. T...
In this paper, a personalized recommendation-based mobile language learning approach is proposed. A mobile learning system has been developed based on the approach by providing a reading material recommendation mechanism for guiding EFL (English as Foreign Language) students to read articles that match their preferences and knowledge levels, and a...
This paper reports the impacts of spontaneous student grouping to develop young students' orthographic awareness in the process of learning Chinese characters. A mobile-assisted Chinese character forming game is used to assign each student a Chinese character component on their smartphones through a wireless network. Fifteen Singaporean students, a...
This study investigates the effects of different display modes of video captions on mobile devices, including non-caption, full-caption, and target-word modes, on the English comprehension and vocabulary acquisition of fifth graders. During the one-month experiment, the status of the students' English listening comprehension and vocabulary acquisit...
Personal computer assembly courses have been recognized as being essential in helping students understand computer structure as well as the functionality of each computer component. In this study, a context-aware ubiquitous learning approach is proposed for providing instant assistance to individual students in the learning activity of a computer-a...
This study developed a language learning system on handheld devices based on different caption-filtering degrees of videos, including 220 sight words, the highest frequently used 1000 words, and the highest frequently used 2200 words, for adaptive assistance in English comprehension and vocabulary acquisition of eleventh graders. Different students...
This paper reports on how two different flexible student grouping strategies in a mobile-assisted Chinese character learning game affect the players' collaborative patterns. The game application assigns each student a Chinese character component on their smartphones. The students are required to form groups to assemble eligible Chinese characters u...
Owing to the popularity of computers and computer networks, fostering the web-based problem-solving ability of students has become an important educational objective in recent years. This study attempted to compare the effects of using selected and open network resources on students' intentions with regard to their information system usage by means...
This research introduced mobile devices into an intensive reading course and allowed functions that are usually found only in the language laboratory to be easily and flexibly utilized in the general classroom. To enhance and improve the reading comprehension of English as a foreign language (EFL) readers, a computer-assisted-language-learning (CAL...
To promote the readability of multimedia and captions shown in mobile devices, we developed a system for processing listening materials to reduce and hide easy words which are the top 2200 highest frequent usage words, for better English proficiency and learners who have mobile phones. On the basis of information processing theory, this study set d...
In order to encourage students to participate in online learning forums, prompt responses to their questions are essential. To answer students' online questions, teaching assistants are assigned to manage discussions and answer questions in online learning forums. To minimize the response time, many teaching assistants may be needed to interact wit...
This paper reports on the effects of two different dynamic grouping strategies in a mobile-assisted Chinese character learning game. The game application assigns each student a component of a Chinese character through their smartphones and requires them to form groups that can assemble a legitimate Chinese character using the components held by the...
This study develops a content-based computer-assisted language learning tool for training English listening through multimedia. The system automatically provides instant vocabulary translation and classification to users whenever they pause while watching videos. Experiments were conducted to compare the novel system with the traditional solution u...
In a language curriculum, the training of reading ability is one of the most important aspects. Previous studies have shown the importance of assigning proper articles to individual students for training their reading ability; nevertheless, previous experience has also shown the challenges of this issue owing to the complexity of personal factors a...
Owing to the popularity of computers and computer networks, fostering the webbased problem-solving ability of students has become an important educational objective in recent years. This study attempts to compare the effects of using closed and open network resources on students' intentions and learning effectiveness with regards to web-based probl...
In English courses, it is very important to assign proper articles to individual students for training their reading ability. This study proposes an innovative approach for developing reading material recommendation systems by eliciting domain knowledge from multiple experts. An experiment has been conducted to evaluate the performance of the appro...
The aim of the study was to carry out pre-class activities of collaborative reading on Moodle so that the interaction in the traditional classroom could be stimulated. By using wiki for knowledge sharing, asynchronous collaborative annotations were accomplished on papers while reading articles. It was expected that both collaborative learning and t...