Kai-Zhou Chen
Biographic Data
| ID | 1518901 |
|---|---|
| NAME | Kai-Zhou Chen |
| GIVEN NAMES | Kai-Zhou |
| FAMILY NAME | Chen |
| SIGNATURE | CHEN K |
| AFFILIATIONS | National Yang Ming Chiao Tung University |
| ORCID | 0000-0002-2867-6825 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Interact, engage, learn
This study investigates value co-creation in science museums, focusing on how interactive and participatory co-creation experiences impact adolescents’ learning outcomes. Utilizing the Generic Learning Outcomes (GLOs) framework, we surveyed 214 visitors aged 10–17 at the “Dada's Magic Land” exhibition and employed serial mediation analysis. Findings revealed that interactive and participatory co-creation significantly mediated the relationship be…
Embracing the New Normal or Clinging to the Past? Digital Anxiety Among Elementary School Teachers in Post-Covid Taiwan
This study investigates the extent of digital anxiety among elementary school teachers in Hsinchu City, Taiwan, in the context of the post-COVID new normal. Specifically, the study employs the Depression, Anxiety, and Stress Scale-21 (DASS-21) to measure the level of anxiety experienced by teachers in adapting to digital teaching methods. The online survey was conducted in November 2021, and 358 valid responses were obtained from Hsinchu City. Th…
Feasibility of preschool’s parent–teacher communication using a mobile app
Successful early childhood education requires close collaboration between parents and preschool teachers. The purpose of the study was to implement a mobile application to foster parent–teacher communication (PTC) in a remote preschool. Being the teacher of the preschool, I conducted a four-cycle action research to crystallize problems, introduce the mobile app, improve my implementation, and create this report. Twenty-two parents during Fall 201…
Renaissance of field placement in Taiwan’s teacher education
This study presents the design of an overseas practicum project in the early stage of preservice teacher education as a strategy to promote teacher candidates’ professional development in teaching knowledge. A five-month practicum that provided both mock-up training via cloud platforms and 15-day residential experience at a Taiwanese overseas school in China was developed and implemented in 2017 and 2018. An iterative action research approach was…
One-person armies
The purpose of this study was to explore native-language teachers’ efforts in technology-rich classrooms. The advancement of classroom technology and educational policies in Taiwan prompted native-language teachers to leverage technology that improved learning and instruction in native languages. Fifteen senior teachers participated in in-depth interviews and shared their observations and teaching experiences. Results showed that native-language …
Novice young board-game players’ experience about computational thinking
The purpose of the qualitative study was to investigate experiences of first-time board-game users (29 elementary school students) in playing “Coding Ocean” (CO) to learn computational thinking. CO was a two-team strategy board game and was designed for children developing basic understanding of computational thinking. Participation observations and interviews were conducted to explained students’ novice player experiences, learned CT after their…
Acting in secret
Forum discussions have been utilised widely as a means of facilitating learning interaction and social-knowledge construction in online learning. Much research has been conducted on the instructional interventions that benefit asynchronous discussions. Role-playing, or assigning roles to discussants, has been proven effective in promoting interactivity and knowledge construction in the context of both face-to-face and online learning. However, as…
A Dual Neural Network for Solving Entropy-Maximising Models
The entropy-maximixing model has been applied with varying degrees of success in the analysis and planning of origin - destination types of spatial interaction. Although theoretical underpinnings and solution methods have been developed over the years, there are still outstanding problems that need to be thoroughly investigated. From the practical point of view, solving this model directly and in real time has high theoretical and pragmatic value…
No prominent works on this page.
A Dual Neural Network for Solving Entropy-Maximising Models
The entropy-maximixing model has been applied with varying degrees of success in the analysis and planning of origin - destination types of spatial interaction. Although theoretical underpinnings and solution methods have been developed over the years, there are still outstanding problems that need to be thoroughly investigated. From the practical point of view, solving this model directly and in real time has high theoretical and pragmatic value…
Acting in secret
Forum discussions have been utilised widely as a means of facilitating learning interaction and social-knowledge construction in online learning. Much research has been conducted on the instructional interventions that benefit asynchronous discussions. Role-playing, or assigning roles to discussants, has been proven effective in promoting interactivity and knowledge construction in the context of both face-to-face and online learning. However, as…
One-person armies
The purpose of this study was to explore native-language teachers’ efforts in technology-rich classrooms. The advancement of classroom technology and educational policies in Taiwan prompted native-language teachers to leverage technology that improved learning and instruction in native languages. Fifteen senior teachers participated in in-depth interviews and shared their observations and teaching experiences. Results showed that native-language …
Novice young board-game players’ experience about computational thinking
The purpose of the qualitative study was to investigate experiences of first-time board-game users (29 elementary school students) in playing “Coding Ocean” (CO) to learn computational thinking. CO was a two-team strategy board game and was designed for children developing basic understanding of computational thinking. Participation observations and interviews were conducted to explained students’ novice player experiences, learned CT after their…
Feasibility of preschool’s parent–teacher communication using a mobile app
Successful early childhood education requires close collaboration between parents and preschool teachers. The purpose of the study was to implement a mobile application to foster parent–teacher communication (PTC) in a remote preschool. Being the teacher of the preschool, I conducted a four-cycle action research to crystallize problems, introduce the mobile app, improve my implementation, and create this report. Twenty-two parents during Fall 201…
Renaissance of field placement in Taiwan’s teacher education
This study presents the design of an overseas practicum project in the early stage of preservice teacher education as a strategy to promote teacher candidates’ professional development in teaching knowledge. A five-month practicum that provided both mock-up training via cloud platforms and 15-day residential experience at a Taiwanese overseas school in China was developed and implemented in 2017 and 2018. An iterative action research approach was…
Embracing the New Normal or Clinging to the Past? Digital Anxiety Among Elementary School Teachers in Post-Covid Taiwan
This study investigates the extent of digital anxiety among elementary school teachers in Hsinchu City, Taiwan, in the context of the post-COVID new normal. Specifically, the study employs the Depression, Anxiety, and Stress Scale-21 (DASS-21) to measure the level of anxiety experienced by teachers in adapting to digital teaching methods. The online survey was conducted in November 2021, and 358 valid responses were obtained from Hsinchu City. Th…
Interact, engage, learn
This study investigates value co-creation in science museums, focusing on how interactive and participatory co-creation experiences impact adolescents’ learning outcomes. Utilizing the Generic Learning Outcomes (GLOs) framework, we surveyed 214 visitors aged 10–17 at the “Dada's Magic Land” exhibition and employed serial mediation analysis. Findings revealed that interactive and participatory co-creation significantly mediated the relationship be…
Computer Science (6 works) · Psychology (6 works) · Mathematics education (5 works) · Pedagogy (5 works) · Medical education (3 works) · Medicine (3 works) · Multimedia (3 works) · Child Development and Digital Technology (2 works) · Educational technology (2 works) · Teacher Education and Leadership Studies (2 works)