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Samuel Kai Wah Chu

Datos Biográficos

ID3483316
NOMBRESamuel Kai Wah Chu
NOMBRESSamuel Kai Wah
APELLIDOChu
FIRMACHU S K W
AFILIACIONESUniversity of Hong Kong
ORCID0000-0003-1557-2776
VERIFICADOSí
TOTAL DE OBRAS38
TOTAL DE CITAS1
TOTAL COMO AUTOR37
TOTAL COMO EDITOR1
PRIMER AÑO DE PUBLICACIÓN2012
AÑO MÁS RECIENTE DE PUBLICACIÓN2026
ÍNDICE H1
  • Implementation and Evaluation of Sex Education Adopting Feminist Approaches

    Open Access•Yexuan Ma, Shelby Kar-yan Chan et al.•ARTICLE•Review of Educational Research•2026

    Traditional sex education focuses on the prevention of health risks such as sexually transmitted infections and unwanted pregnancy. Feminist researchers, on the other hand, argue for an inclusive approach to sex education that fosters a positive and empowering understanding of sexuality. This article evaluates the implementation and effectiveness of feminist approaches to sex education through the review of 17 sex education programs shortlisted t…

  • Iteratively Designing a Theory‐Driven Gamified Morphological Awareness Intervention to Improve EFL Learners’ Reading Performance and Engagement

    Open Access•Shen Qiao, Susanna Siu-Sze Yeung et al.•ARTICLE•International Journal of Applied…•2026

    Gamification has been increasingly implemented for language learning purposes across the globe. However, there remains unknown regarding how the change in gamification design might maximize students’ language learning outcomes and engagement. To fill this research gap, we adopted a design‐based research methodology to iteratively design, implement, and evaluate a gamified morphological learning environment over two iterations to support reading c…

  • Investigating EFL teachers’ lesson planning for chatbot-assisted learning of argumentative writing

    Kai Guo, Yuchun Zhong et al.•ARTICLE•Interactive Learning Environments•2025

    This study examined how teachers integrate chatbots into English as a foreign language (EFL) teaching and learning, drawing upon the Technological Pedagogical Content Knowledge (TPACK) framework. Ten teachers were invited to design lesson plans for teaching argumentative writing using a chatbot named Argumate. We analyzed the teachers’ professional knowledge, as demonstrated in their lesson plans. Additionally, interviews were conducted to unders…

  • A systematic review of digital literacy in lifelong learning for older adults

    Open Access•Lingran Xu, Davy Tsz Kit Ng et al.•ARTICLE•Educational Technology Research…•2025

  • A scoping review of empirical research on AI literacy assessments

    Open Access•Jiahong Su, Xinyu Chen et al.•ARTICLE•Educational Technology Research…•2025

  • Teaching artificial intelligence in K–12 classrooms

    Jiahong Su, Kai Guo et al.•ARTICLE•Interactive Learning Environments•2024

    The teaching of artificial intelligence (AI) has increasingly become a topic of investigation among educational researchers. Studies of AI education have predominantly focused on the university level; less attention has been paid to teaching AI in K–12 classrooms. This study synthesised empirical studies on K–12 AI education, with the aims of understanding how AI has been taught at the K–12 level and informing future AI curriculum development. We…

  • Artificial intelligence (AI) literacy education in secondary schools

    Davy Tsz Kit Ng, Jiahong Su et al.•ARTICLE•Interactive Learning Environments•2024

    Artificial intelligence (AI) literacy has emerged to equip students with digital skills for effective evaluation, communication, collaboration, and ethical use of AI in online, home, and workplace settings. Countries are increasingly developing AI curricula to support students' technological skills for future studies and careers. However, there is a lack of reviews summarizing AI education in secondary schools. This study aims to provide an up-to…

  • Investigating students’ engagement in chatbot-supported classroom debates

    Kai Guo, Yuchun Zhong et al.•ARTICLE•Interactive Learning Environments•2024

    This study proposed a novel approach to classroom debates, in which chatbots that are able to engage in argumentative dialogues are adopted to facilitate students’ debate preparation. The approach comprised three stages: first, students interacted with a chatbot named Argumate to help them generate ideas; second, students discussed the ideas with their group members; third, students participated in debates with other groups. The study investigate…

  • How does gamification bring long-term sustainable effects on children’s learning? Implications from a crossover quasi-experimental study

    Open Access•Xiuhan Li, Yuqin Yang et al.•ARTICLE•Educational Technology Research…•2024

  • Fostering students' AI literacy development through educational games

    Open Access•Davy Tsz Kit Ng, Chen Xinyu et al.•ARTICLE•Journal of Computer Assisted…•2024

  • Design and validation of the AI literacy questionnaire

    Open Access•Davy Tsz Kit Ng, Wenjie Wu et al.•ARTICLE•British Journal of Educational…•2024

    Artificial intelligence (AI) literacy is at the top of the agenda for education today in developing learners' AI knowledge, skills, attitudes and values in the 21st century. However, there are few validated research instruments for educators to examine how secondary students develop and perceive their learning outcomes. After reviewing the literature on AI literacy questionnaires, we categorized the identified competencies in four dimensions: (1)…

  • A review of AI teaching and learning from 2000 to 2020

    Open Access•Davy Tsz Kit Ng, Min Lee et al.•ARTICLE•Education and Information…•2023

  • Artificial Intelligence (AI) Literacy in Early Childhood Education

    Open Access•Jiahong Su, Davy Tsz Kit Ng et al.•ARTICLE•Computers and Education:…•2023

    Nowadays, Artificial Intelligence (AI) literacy has become an emerging topic in digital literacy education research. However, it is still under-explored in early childhood education (ECE) since the AI curriculum for young children has just been designed in recent years. A scoping review was conducted to examine the thematic and content analysis of 16 empirical papers from 2016 to 2022. This scoping reviews evaluate, synthesize, and display 16 stu…

  • Improving instruction and sexual health literacy with serious games and gamification interventions

    Hussein Haruna, Zamzami Zainuddin et al.•ARTICLE•Interactive Learning Environments•2023

    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 health course that was delivered using serious games, gamification, and conventional training eleme…

  • Continuously analysing fine-grained student behaviours in an online collaborative learning environment

    Kam Hong Shum, Samuel Kai Wah Chu et al.•ARTICLE•Interactive Learning Environments•2023

    This study examines the use of data analytics to evaluate students’ behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students’ inputs and activity data were captured and quantified for analysis. Experiments were first carried out in a primary school with 66 fifth-grade students. Each participating student collaborated with o…

  • Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world

    Open Access•Davy Tsz Kit Ng, Jac Ka Lok Leung et al.•ARTICLE•Educational Technology Research…•2023

  • Effects of chatbot-assisted in-class debates on students’ argumentation skills and task motivation

    Open Access•Kai Guo, Yuchun Zhong et al.•ARTICLE•Computers & Education•2023

  • Examining the effects of mixed and non‐digital gamification on students' learning performance, cognitive engagement and course satisfaction

    Open Access•Shen Qiao, Susanna Siu-Sze Yeung et al.•ARTICLE•British Journal of Educational…•2023

    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. Currently, the literature provides a limited understanding of the design and effects of non‐digital gami…

  • Evolving Landscape of Residential Education

    Open Access•Elaine Suk Ching Liu, Samuel Kai Wah Chu et al.•BOOK•Evolving Landscape of Residential…•2022

  • Using chatbots to scaffold EFL students’ argumentative writing

    Open Access•Kai Guo, Jian Wang et al.•ARTICLE•Assessing Writing•2022

  • Examining Intercultural Interaction in Hong Kong Residential Halls

    Open Access•Elsie Ong, Elaine Suk-Ching Liu et al.•ARTICLE•Journal of Student Affairs…•2022

    The integration of non-local students into their host environments and their ability to develop meaningful local relationships are concerns for researchers, educators, and policymakers. Given the increased diversity of higher educational settings, a deeper understanding of these topics can help residential halls better accommodate students from various cultures, improve students’ residential experiences, and enhance their relationships with their…

  • A Hit or Miss—Can residential hall experience impact university students' development

    Open Access•Elsie Ong, Samuel Kai Wah Chu et al.•ARTICLE•Higher Education Quarterly•2022

    Residential halls are an important component of college education, and the benefits for holistic personal development have been documented by previous research. The majority of studies, however, have focused on Western universities. The current research therefore assessed the academic, social and independent development of students attending universities in Hong Kong. A total of 1904 students completed a self‐report questionnaire measuring variou…

  • Gratitude intervention optimizes effective learning outcomes in Filipino high school students

    Open Access•Jana Patricia M Valdez, Jesus Alfonso D Datu et al.•ARTICLE•Computers & Education•2022

  • The impact of esports participation on the development of 21st century skills in youth

    Open Access•Yuchun Zhong, Kai Guo et al.•ARTICLE•Computers & Education•2022

  • The impact of an online gamified approach embedded with self‐regulated learning support on students' reading performance and intrinsic motivation

    Open Access•Shen Qiao, Samuel Kai Wah Chu et al.•ARTICLE•Journal of Computer Assisted…•2022

Siguiente
  • Achieving mobile social media popularity to enhance customer acquisition

    Open Access•Helen S Du, Xiaobo Ke et al.•ARTICLE•Internet Research•2019•Citada por: 1•Referencias: 9

    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 employed to validate the research model. Findings The mobile social media popularity of P2P lending fir…

  • Using a wiki-based collaborative process writing pedagogy to facilitate collaborative writing among Chinese primary school students

    Open Access•Xuanxi Li, Samuel Kai Wah Chu et al.•ARTICLE•Australasian Journal of…•2012

    This case study explored collaborative writing in Chinese among 59 primary four Chinese students using a Wiki-based Collaborative Process Writing Pedagogy (WCPWP) in Shenzhen, China. It aimed mainly to design and orchestrate a WCPWP in order to facilitate students' Chinese writing. It investigated students' collaborative writing process and their performance on a wiki, and explored the perceptions and attitudes of the teacher and her students tow…

  • Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification

    Open Access•Hussein Haruna, Xiao Hu et al.•ARTICLE•International Journal of…•2018

    An effective innovative pedagogy for sexual health education is required to meet the demands of technology savvy digital natives. This study investigates the extent to which game-based learning (GBL) and gamification could improve the sexual health education of adolescent students. We conducted a randomized control trial of GBL and gamification experimental conditions. We made a comparison with traditional teaching as a control condition in order…

  • A systematic review of flipped classroom empirical evidence from different fields

    Open Access•Zamzami Zainuddin, Hussein Haruna et al.•ARTICLE•On the Horizon The International…•2019

  • Achieving mobile social media popularity to enhance customer acquisition

    Open Access•Helen S Du, Xiaobo Ke et al.•ARTICLE•Internet Research•2019•Citada por: 1•Referencias: 9

    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 employed to validate the research model. Findings The mobile social media popularity of P2P lending fir…

  • The impact of gamification on learning and instruction

    Open Access•Zamzami Zainuddin, Samuel Kai Wah Chu et al.•ARTICLE•Educational Research Review•2020

  • The role of gamified e-quizzes on student learning and engagement

    Open Access•Zamzami Zainuddin, Muhammad Shujahat et al.•ARTICLE•Computers & Education•2020

  • Conceptualizing AI literacy

    Open Access•Davy Tsz Kit Ng, Jac Ka Lok Leung et al.•ARTICLE•Computers and Education:…•2021

    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 generation to learn about AI. On this note, an exploratory review was conducted to conceptualize the newly…

  • Exploring the effects of gamification pedagogy on children’s reading

    Open Access•Xiuhan Li, Samuel Kai Wah Chu•ARTICLE•British Journal of Educational…•2021

    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 and not sustainable. This paper presents the results of three sub‐studies of examining the effects o…

  • Evolving Landscape of Residential Education

    Open Access•Elaine Suk Ching Liu, Samuel Kai Wah Chu et al.•BOOK•Evolving Landscape of Residential…•2022

  • Using chatbots to scaffold EFL students’ argumentative writing

    Open Access•Kai Guo, Jian Wang et al.•ARTICLE•Assessing Writing•2022

  • Examining Intercultural Interaction in Hong Kong Residential Halls

    Open Access•Elsie Ong, Elaine Suk-Ching Liu et al.•ARTICLE•Journal of Student Affairs…•2022

    The integration of non-local students into their host environments and their ability to develop meaningful local relationships are concerns for researchers, educators, and policymakers. Given the increased diversity of higher educational settings, a deeper understanding of these topics can help residential halls better accommodate students from various cultures, improve students’ residential experiences, and enhance their relationships with their…

  • A Hit or Miss—Can residential hall experience impact university students' development

    Open Access•Elsie Ong, Samuel Kai Wah Chu et al.•ARTICLE•Higher Education Quarterly•2022

    Residential halls are an important component of college education, and the benefits for holistic personal development have been documented by previous research. The majority of studies, however, have focused on Western universities. The current research therefore assessed the academic, social and independent development of students attending universities in Hong Kong. A total of 1904 students completed a self‐report questionnaire measuring variou…

  • Gratitude intervention optimizes effective learning outcomes in Filipino high school students

    Open Access•Jana Patricia M Valdez, Jesus Alfonso D Datu et al.•ARTICLE•Computers & Education•2022

  • The impact of esports participation on the development of 21st century skills in youth

    Open Access•Yuchun Zhong, Kai Guo et al.•ARTICLE•Computers & Education•2022

  • The impact of an online gamified approach embedded with self‐regulated learning support on students' reading performance and intrinsic motivation

    Open Access•Shen Qiao, Samuel Kai Wah Chu et al.•ARTICLE•Journal of Computer Assisted…•2022

  • Applying blended synchronous teaching and learning for flexible learning in higher education

    Xiuhan Li, Yuqin Yang et al.•ARTICLE•Asia Pacific Journal of Education•2022

    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 and support university students’ flexible learning, but its implementation varies across contexts. Thi…

  • The effects of a gamified morphological awareness intervention on students' cognitive, motivational and affective outcomes

    Open Access•Shen Qiao, Susanna Siu-Sze Yeung et al.•ARTICLE•British Journal of Educational…•2022

    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 terms of cognitive, motivational and affective learning outcomes. Method : We applied a quasi‐expe…

  • University Student Perceptions of the Impact of the Social Unrest in Hong Kong

    Open Access•Elsie Ong, Samuel Kai Wah Chu et al.•ARTICLE•Journal of Intercultural…•2022

    Social unrest has a significant impact on all citizens but for university students, little is known about how they thrived through this period with certain disconnection to social support while living in residential halls. Therefore, this study focused on the lived experiences of a group of university students and explored how the social unrest had affected them. Focus group interviews were conducted with 20 university students in Hong Kong. Usin…

  • Developing a Framework for Blended Design-Based Learning in a First-Year Multidisciplinary Design Course

    Open Access•Jac Ka Lok Leung, Samuel Kai Wah Chu et al.•ARTICLE•IEEE Transactions on Education•2022

    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 the changes in students’ design competencies and intrinsic motivations. Background: Current approache…

  • Evolving Landscape of Residential Education

    Samuel Kai Wah Chu, Kevin Kin Man Yue et al.•BOOK•Evolving Landscape of Residential…•2022

  • A review of AI teaching and learning from 2000 to 2020

    Open Access•Davy Tsz Kit Ng, Min Lee et al.•ARTICLE•Education and Information…•2023

  • Artificial Intelligence (AI) Literacy in Early Childhood Education

    Open Access•Jiahong Su, Davy Tsz Kit Ng et al.•ARTICLE•Computers and Education:…•2023

    Nowadays, Artificial Intelligence (AI) literacy has become an emerging topic in digital literacy education research. However, it is still under-explored in early childhood education (ECE) since the AI curriculum for young children has just been designed in recent years. A scoping review was conducted to examine the thematic and content analysis of 16 empirical papers from 2016 to 2022. This scoping reviews evaluate, synthesize, and display 16 stu…

  • Improving instruction and sexual health literacy with serious games and gamification interventions

    Hussein Haruna, Zamzami Zainuddin et al.•ARTICLE•Interactive Learning Environments•2023

    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 health course that was delivered using serious games, gamification, and conventional training eleme…

  • Continuously analysing fine-grained student behaviours in an online collaborative learning environment

    Kam Hong Shum, Samuel Kai Wah Chu et al.•ARTICLE•Interactive Learning Environments•2023

    This study examines the use of data analytics to evaluate students’ behaviours during their participation in an online collaborative learning environment called SkyApp. To visualise the learning traits of engagement, emotion and motivation, students’ inputs and activity data were captured and quantified for analysis. Experiments were first carried out in a primary school with 66 fifth-grade students. Each participating student collaborated with o…

  • Teachers’ AI digital competencies and twenty-first century skills in the post-pandemic world

    Open Access•Davy Tsz Kit Ng, Jac Ka Lok Leung et al.•ARTICLE•Educational Technology Research…•2023

Psychology (29 obras) · Mathematics education (24 obras) · Computer Science (22 obras) · Pedagogy (16 obras) · Online Learning and Analytics (14 obras) · Educational Games and Gamification (11 obras) · Innovative Teaching and Learning Methods (8 obras) · Literacy (7 obras) · Multimedia (7 obras) · Sociology (7 obras)

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