Samuel Kai Wah Chu's research while affiliated with The Education University of Hong Kong and other places

Publications (127)

Article
E-learning has been an important learning approach in the information era by providing flexible environments and rich resources for learners. However, it also faces several challenges, the biggest one being that students need to have strong self-regulation competence to control and manage their e-learning. As gamification has been widely used in pr...
Article
Gamification is typically implemented digitally. However, digital gamification is not always possible because of limited resources and logistical problems. It is thus necessary to explore low‐threshold gamification methods that can be easily adopted in classrooms. One such method is non‐digital gamification using physical game design elements. Curr...
Article
Full-text available
Background Morphological awareness (MA) is the awareness and ability to manipulate morphemes, the smallest units of meaning in a language. It is identified as a strong cognitive precursor of word reading and reading comprehension. The current MA instructions are limited to classroom settings and delivered by teachers or experimenters. Few studies h...
Chapter
Residential halls are an important component of college education, benefiting holistic personal development, as documented by previous research (Kuh et al in What matters to student success: A review of the literature [Commissioned report for the National Symposium on Postsecondary Student Success]. National Postsecondary Education Cooperative, 200...
Chapter
Important and interesting ideas from the previous chapters are consolidated. To make this chapter more reader-friendly, the key takeaways are categorised under different stakeholders, including researchers, residential education and management teams, and policymakers. While suggestions are made for individual stakeholders to reflect on, we also sha...
Chapter
Residential halls have been seen as an essential microsystem that can promote desirable academic, personal, and social outcomes. However, the extent to which residential education maps onto universities’ educational aims remains ambiguous. Therefore, a study was conducted in two stages, using a mixed-method approach to examine the strength of the a...
Chapter
This chapter first gives a brief introduction of the aims of this book, providing a global overview of current residential hall systems. It then looks at the rich tradition and history of university residential halls from an educational perspective. A review of the relevant literature with regard to the university residential setting is also provid...
Preprint
Full-text available
Artificial intelligence (AI) literacy is widely recognized as a new set of competencies that people use AI effectively and ethically in everyday life. In K-12 education, educators have started to employ different pedagogical strategies to foster students’ AI literacy. Using digital story writing (DSW) in the classroom is an effective inquiry-based...
Article
Artificial intelligence (AI) literacy is widely recognized as a new set of competencies that people use AI effectively and ethically in everyday life. In K-12 education, educators have started to employ different pedagogical strategies to foster students' AI literacy. Using digital story writing (DSW) in the classroom is an effective inquiry-based...
Article
Full-text available
Purpose: Morphological awareness (MA), the ability to reflect on and manipulate the smallest language units within a word, has been identified as an essential metalinguistic awareness to predict literacy development. In this study, we examine whether an online gamified English MA programme is more effective than physical face‐to‐face instruction in...
Article
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Artificial Intelligence (AI) has spread across industries (e.g., business, science, art, education) to enhance user experience, improve work efficiency, and create many future job opportunities. However, public understanding of AI technologies and how to define AI literacy is under-explored. This vision poses upcoming challenges for our next genera...
Article
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Aviation is an interdisciplinary subject that has influenced human development over the last century. Learning about aviation exposes students to principles of flight, language, earth science, aeronautical engineering, flight training and airmanship. In K-12 education, educators have started to encourage children to learn science, technology, engin...
Article
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Contribution: While design project courses offer first-year students a practical introduction to engineering, a portion of class time is usually spent on lecturing foundational knowledge instead of practicing engineering design. This article presents a blended design-based learning (bDBL) approach that makes class time more efficient and explores t...
Article
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Purpose This study aimed to provide evidence to support the use of a wiki called PBworks as a learning tool to foster students' information literacy (IL) skills based on activity theory. Design/methodology/approach The participants consisted of 421 students (i.e. form 1 to form 3) from Hong Kong taking a liberal studies course during the 2016–2017...
Conference Paper
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Artificial Intelligence (AI) is at the top of the agenda for education leaders today in educating the next generation across the globe. However, public understanding of AI technologies and how to define AI literacy is under-explored. This vision poses upcoming challenges for our next generation to learn about AI. On this note, an exploratory review...
Article
Prior studies have shown that gratitude is a catalyst of well-being and desirable psychological outcomes. The academic benefits of gratitude, however, remains underexplored in school contexts. This research builds on previous research integrating gratitude interventions with educational technology via evaluating the impacts of a Facebook-based grat...
Article
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Because of the COVID-19 pandemic, most teaching and learning or student services in the higher education setting have moved to the digital world. However, university residential halls have continued to provide services as there are students who are unable to go back to their homes/countries because of travel bans or family reasons. This study inves...
Article
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In K-12 schools, classes are forced to transform online due to the class suspension amid the COVID-19 pandemic. Educators began to design alternative ways to conduct some meaningful learning activities for their students. However, not all subject disciplines could be easily transformed online, especially for those requiring much social interaction...
Chapter
This pilot ethnographic study examines the feasibility of learning English with a gamified English e-learning platform among Primary Four (P4) and Primary Five (P5) students in a remote primary school in Henan, China. Forty-one students participated in a summer reading camp where the gamified platform in question was used. Results show that followi...
Article
This study evaluates the effect of game mechanics by employing serious games and gamification for improving learning outcomes. This is done by considering the performances of the students in terms of the test scores. In the quasi-experimental set-up, which consists of 108 students in their intact three classes attended a series of lessons on sexual...
Article
Plagiarism is a common problem among students, and if unaddressed, it may lead to severe consequences for students' academic integrity and education, and even for their career advancement. It is therefore essential to incorporate comprehensive anti-plagiarism intervention at an early stage of education. This study introduces UPCC (Understanding, Pa...
Article
Base-of-the-Pyramid (BoP) is a sustainable proposition that calls on private businesses to alleviate public poverty while fulfilling their own interests. Previous studies show the significance of BoP in the advancement of Sustainable Development Goals. Particularly, in the manner of cooperating with people at the bottom of socio-economic pyramid, m...
Article
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Aim/Purpose: This study serves a constructive purpose on the effective use of social media as a technical tool in formal learning at higher education. It outlines practical suggestions for institutions to leverage the participatory design method and refine social media pedagogies. Background: Social media gains widespread usage from the majority of...
Book
This two-volume set LNCS 12645-12646 constitutes the refereed proceedings of the 16th International Conference on Diversity, Divergence, Dialogue, iConference 2021, held in Beijing, China, in March 2021. The 32 full papers and the 59 short papers presented in this two-volume set were carefully reviewed and selected from 225 submissions. They cover...
Book
This two-volume set LNCS 12645-12646 constitutes the refereed proceedings of the 16th International Conference on Diversity, Divergence, Dialogue, iConference 2021, held in Beijing, China, in March 2021. The 32 full papers and the 59 short papers presented in this volume were carefully reviewed and selected from 225 submissions. They cover topics s...
Article
Gamification is becoming increasingly popular in primary education due to the widespread use of digital technology. However, gamified reading is new, and there is little empirical evidence regarding its effectiveness. The sustainability of the effects of gamification pedagogy is also in doubt as some scholars think that such effects are short‐term...
Article
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Digital storytelling, an innovative way of writing, has been introduced to young learners who are taught to construct stories with digital tools to convey their knowledge and ideas. In 2018 and 2019, 31 digital stories created by Hong Kong primary school students were published on a digital story writing platform and linked from an online gamified...
Article
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It is necessary and important to understand public responses to crises, including disease outbreaks. Traditionally, surveys have played an essential role in collecting public opinion, while nowadays, with the increasing popularity of social media, mining social media data serves as another popular tool in opinion mining research. To understand the...
Article
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With increasing globalization, news from different countries, and even in different languages, has become readily available and has become a way for many people to learn about other cultures. As people around the world become more reliant on social media, the impact of fake news on public society also increases. However, most of the fake news detec...
Article
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Guest editorial and introduction to the full special issue on Emergency Remote Teaching (ERT) in the journal, Information and Learning Sciences, August 2020.
Article
Due to the challenges of all-round development, higher-education students are increasingly demanding more flexible learning that goes beyond the on-campus/online dichotomy. However, university students miss learning opportunities because of the conflict of time and space. Blended learning is an effective way to create more learning opportunities an...
Article
Background: Sexual education has become increasingly important as unhealthy sexual practices and subsequent health risks become more prevalent during adolescence. Traditional sex education teaching methodologies are limiting for digital natives exposed to various digital technologies. Harnessing the power of technology applications attractive to t...
Preprint
BACKGROUND Over the past few decades, unhealthy sexual behaviour presents to be a severe problem that disproportionately affects adolescents, and there is an increasing need for more effective ways of teaching them about sexual health. Majority of adolescents are exposed in the use of digital technologies; hence these digital tools can be useful an...
Article
The adoption of gamification in learning and instruction is perceived to have mass appeal among the learners in stimulating motivation, learner engagement and social influence. This study is an attempt to present a summary of the empirical findings of state-of-the-art literature in the emerging field of gamification within the educational domain of...
Chapter
Evaluating the success of internships is important to provide evidence of the impacts of experiential internship learning programs. The use of appropriate assessment techniques serves as a potential approach to examine whether desired internship learning outcomes have been satisfactorily achieved.
Chapter
Although graduates from universities and other higher education institutions (HEI) guarantee a certain degree of academic prowess, many lack workplace skills and thus fail to secure employment at graduation.
Chapter
Theoretical foundations and empirical findings on the potential value of using social media to assist internship program management have been discussed in previous chapters. Indeed, existing literature has demonstrated that social media platforms (e.g., SNS and blogs) can serve as valuable tools to enhance learning experiences in different subjects...
Chapter
Internships might be one of the most important learning experiences for students in university. Internships play an important role in students’ career exploration as students may acquire crucial practical skills while also enhancing their sense of independence and interpersonal skills. Students, supervisors, and other stakeholders have diverse expe...
Chapter
Internships provide a concrete opportunity for students to apply theories that they have learned in the classroom in workplace contexts.
Chapter
As emphasized in preceding chapters, use of social media platforms can serve as a potentially effective strategy to support students’ experiential internship learning and to enable emotional support among peers. In designing social media platforms for internship programs, assessing the unique personal and academic needs of students is paramount.
Chapter
This chapter discusses the relevance of various learning theories in the context of social media use. Before drawing concrete implications on the significance of learning frameworks, concepts of seamless learning are defined and discussed along with implications for social media. Findings from previous investigations on the associations of social m...
Chapter
The trend of social networking platform usage (e.g., Wikis, Facebook, Instagram, and Twitter) has been studied by researchers, educators, university administrators, and policymakers to explore how these technological tools can influence a wide range of student academic, work-related, personal, social, and well-being outcomes.
Book
This book describes how a support structure can be built to enhance peer-to-peer (and also students-to-lecturers) communication and support. It informs lecturers on how they can decide if they should adopt one or more social media tools to facilitate students’ learning, communication, and support for an internship program. This book introduces a pa...
Article
Purpose This study aims to assess students’ learning performance and perceived need satisfaction between a gamified flipped classroom (GFC) and flipped classroom (FC) instruction in a low-tech setting. The iSpring Learn learning management system was used as a low-tech gamification application in gamifying the flipped learning class. Design/method...
Article
Purpose Digital technology has great potential for educating today’s digitally oriented adolescents on health. In particular, digital health gamified learning can make the promotion of the sexual well-being of adolescents more effective. Although venereal diseases such as HIV/AIDS have become a greater problem in Sub-Saharan African (SSA) countries...
Article
This article explores whether organisations that have received the Most Admired Knowledge Enterprises (MAKE) award boast better business performance relative to those that have not received or participated in the award. This quantitative study is based on 59 MAKE award winners in 2009, along with 59 counterparts. Financial data were collected from...
Article
Plagiarism has been a growing concern among institutions and academics in recent years. To address the problem, and to alleviate the growing trend of this academic misconduct, students’ perceptions of plagiarism should be considered. This study explores students’ self-perception and actual understanding of plagiarism, and the relations between them...
Article
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This article reports findings from a study that aims to understand how to integrate mobile-learning into Learning Management System (LMS) in a community college in Hong Kong. In this study, a mobile-enabled LMS named SOUL was adopted to improve students’ learning engagement and academic performance. Participating students were segregated into two g...
Article
Purpose The purpose of this paper is to draw on social exchange theory and heuristic–systematic model to examine how peer-to-peer (P2P) lending firms can enhance their customer acquisition by achieving mobile social media popularity. Design/methodology/approach Content data collected from multiple sources (websites and mobile applications) were em...
Article
Collective responsibility matters because it reflects students’ collective efforts and abilities to accomplish successful collaboration. Combining a multi-faceted approach and time-line analysis, this paper aims to examine the emergence and manifestation of collective responsibility in online discourse. Twenty university students participated in on...
Article
Purpose Wikis, as one of the Web 2.0 tools, has been increasingly used to engage students to learn with others in a collaborative virtual environment. However, there are relatively few studies examining the application of wikis in secondary schools. Therefore, this study aims to investigate factors affecting the use of PBWorks (a popular wiki tool)...
Article
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Purpose – This paper aims to analyze the trends and contents of flipped classroom research based on 48 selected empirical articles published during 2017 and 2018. Design/methodology/approach – The inductive content analysis was used as a methodology to investigate the content of flipped classroom research, including subject-specific areas, methodol...
Article
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Purpose Despite the enhanced popularity of flipped classroom research, there is a lack of empirical evidence reported about the different impacts revealed by the implementation of this concept. Therefore, to respond to this issue, this study aims to review and analyze the trends and contents of flipped classroom research based on 48 studies recent...
Article
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Abstract Objectives: When evaluating the effectiveness of a method for instructing adolescents in sexual health literacy, it is essential to consider how the method motivates learning, promotes a change of attitude, increases knowledge gain, and engages students (MAKE). This article reports on the development and validation of a unified, comprehen...
Article
The present investigation explored the psychometric validity of the five-item Gratitude Questionnaire (GQ-5) using a construct validation approach. Concerning within-network construct validity, results of item response theory (IRT) analysis via graded response model (GRM) showed that this scale could not discriminate individuals who score high in g...
Conference Paper
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Gamification is known to facilitate learner's engagement and motivation. However, whether gamification has positive long-term effects on students' learning habits and interests remains an under-explored topic in education. This study, in examining learners' performance on a gamified e-learning platform named Reading Battle, aims to analyse the long...
Article
Social technologies such as social networking sites, Wikis and blogs have gained popularity not only in social communication but also in other areas, such as in enhancing learning experience among students in tertiary education. This study investigated how blogs and Facebook scaffolded students’ learning during their internships in tertiary educati...
Article
This study investigated the quality and clarity of health information from a total of 238 (126 English and 112 Chinese) answers retrieved from Yahoo!Answers sites. Registered nurses and library professionals judged information quality based on 8 criteria: accuracy, completeness, relevance, readability, verifiability, professional advice, usefulness...
Conference Paper
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Conversations and collaborations in the research area of "Searching as Learning" advance research agendas in human learning and knowledge-building to help further inquiry and human information-seeking research and development. ASIST's new Special Interest Group, SIG Information and Learning Sciences (SIG InfoLearn) was initiated and launched in Spr...
Article
In this research, a conceptual model of a wiki-based collaborative process writing pedagogy (WCPWP) is developed using a design-based research (DBR) methodology. The intention is to help the teaching and learning of Chinese writing among mainland Chinese upper primary school students. The wiki-based learning environment Joyous Writing Club (JWC) (w...
Article
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OBJECTIVES: The objective of this review is to gain an understanding of the teaching approaches used and their effectiveness in imparting sexual health literacy amongst school adolescents. The intention is to design interventions for effective sexual health education in our study setting.METHODS: We reviewed various literature related to adolescent...
Article
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This is a panel to introduce the editors of prestigious international journals in library and information science, who will discuss the aim and the scope of the journals and elaborate on the expectations from potential contributors to help young academics understand and appreciate the process of academic publishing.
Article
The present study re‐examines the reading experiences of eight primary school students in Hong Kong. Framed around theories of gamification and self‐determination, the study looks at how these students developed as readers on an online gamified reader known as RB. An electronic extension to a reading database that contains more than 15,000 comprehe...
Article
Learning how to read is essential to a child's development. However, existing educational literature suggests that children are reluctant to read because of a decrease of reading motivation and a loss of interest in books (Alter, 2014). Gamified learning supported by information and communication technologies has gained popularity in recent years a...
Article
Full-text available
Technology is radically transforming teaching and learning, as inquiry-based digital information resources and creative tools are made available to learners, schools and educators. This book explores ways in which traditional models of education are evolving, and discusses a range of inquiry-based pedagogical approaches that more fully leverage lea...
Article
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Aim/Purpose: To investigate the effectiveness of incorporating wiki technology in an under-graduate biostatistics course for improving university students’ collaborative learning, approaches to learning, and course performance. Methodology: During a three year longitudinal study, twenty-one and twenty-four undergraduate students were recruited by...
Conference Paper
Full-text available
In response to increasing plagiarism in higher education, exploring educational solutions to it has drawn intensive attentions from researchers. Concerning instructional approaches of preventing plagiarism, while previous research has provided insights into teaching of plagiarism, there is a lack of research on systematic review of previous empiric...
Conference Paper
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Social media has been widely researched and embraced by higher education institutions as a platform to promote a ubiquitous learning environment, enabling any individual to learn anywhere and anytime, and to engage with social communities outside of the classroom. Purpose: This study aims to explore the impact of two social media platforms that sup...
Conference Paper
Full-text available
This is a design-based research, in which the designed BSTL mode of teaching and learning enabled students who were unable to attend a classroom lecture to take the online class through live broadcasting. We carried out this research in two courses (the course "Children Literature" in summer 2016 and the course "Information Society Issues and Polic...
Article
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This research examined the ways in which academic librarians and users interact when using social media tools such as Twitter and Weibo as well as end-users' and librarians' perceptions of the types of interaction through social media. The study conducted an analysis of 1600 microblog posts sampled from twenty university library Weibo (Chinese Twit...
Article
The rapid development of social media tools has increased interest in their pedagogical value. It has been suggested that social media tools such as wikis can promote online collaborative and interactive learning. This study investigated the value of wikis in supporting collaborative group writing quality among secondary school students in Hong Kon...
Article
Concerning the effectiveness of using wikis for project-based learning in higher education, this study compared the perceptions and actions among students in three undergraduate courses of different disciplines, English Language Studies, Information Management, and Mechanical Engineering, who used wikis in their course assignments. Using a triangul...
Chapter
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It has been established in previous chapters that learning and teaching has significantly evolved over the past few decades, toward a greater emphasis on twenty-first century skills in the school curriculum. Twenty-first century skills are incorporated into national educational standards in many countries; assessments, however, have been less empha...