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Chuen-Tsai Sun

Biographic Data

ID192203
NAMEChuen-Tsai Sun
GIVEN NAMESChuen-Tsai
FAMILY NAMESun
SIGNATURESUN C
AFFILIATIONSNational Yang Ming Chiao Tung University
ORCID0000-0002-4757-9131
VERIFIEDYes
TOTAL WORKS11
TOTAL CITATIONS5
AUTHOR COUNT11
EDITOR COUNT0
FIRST PUBLICATION YEAR1996
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Advancing a Practical Inquiry Model with multi-perspective role-playing to foster critical thinking behavior in e-book reading

    Open Access•Gloria Yi-Ming Kao, Hui‐Chin Yeh et al.•ARTICLE•Computers & Education•2025

    In the digital age, where media proliferation challenges traditional reading habits, this study investigated the impact of digital platforms on critical thinking (CT) and reading practices. Some conventional e-books may not sufficiently encourage reflective thinking or foster CT skills due to their linear nature and lack of engaging elements. Employing the Practical Inquiry Model (PIM) within the Community of Inquiry (CoI) framework, this study h…

  • Cultivating Creativity and Improving Coding Skills in Primary School Students via Domain-General and Domain-Specific Learning Scaffoldings

    Open Access•Shih-Wen Su, Li-Xian Chen et al.•ARTICLE•Education Sciences•2024

    The transformative wave of generative AI is reshaping the creative thinking processes of learners, posing a significant challenge to education and industry in cultivating technological literacy and creativity. This study delves into the exploration of how learners can effectively tackle new challenges by deconstructing fragments from a macro perspective and generating innovative methods or concepts. In the Scratch visual programming environment, …

  • Relationship between digital game experience and problem-solving performance according to a Pisa framework

    Open Access•Chuen-Tsai Sun, Kuan-Ting Chou et al.•ARTICLE•Computers & Education•2022

  • Game-Assisted Social Activism

    Open Access•Holin Lin, Chuen-Tsai Sun•ARTICLE•Games and Culture•2022

    This paper describes the appropriation of video game culture for discursive use during the 2019–20 Hong Kong anti-extradition movement, with participants relying on game argot for mass protest communication and mobilization purposes, and employing game frameworks (especially from MMORPGs) for organizing protest actions. Data from online forums are used to present examples of video game rhetoric and narratives in protest-related online discourses,…

  • Cash Trade in Free-to-Play Online Games

    Open Access•Holin Lin, Holin Lin Holin Lin et al.•ARTICLE•Games and Culture•2011•Cited by: 5•References: 1

    The rapidly expanding ''free-to-play'' online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ''free game'' participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather…

  • Toward the Human–Robot Co-Existence Society

    Open Access•Yueh-Hsuan Weng, Chien-Hsun Chen et al.•ARTICLE•International Journal of Social…•2009

  • What Should We Do Before Running a Social Simulation

    Open Access•Hsu-Chih Wu, Chuen-Tsai Sun•ARTICLE•Social Science Computer Review•2005•References: 3

    Before running a model simulation, it is important to accumulate as much information about the model as possible. Although an analysis of relations among model components is considered a promising means of accomplishing this task, the social simulation literature offers very little guidance in performing such analyses. We use an analytical framework to demonstrate how model analysis can facilitate the simulation process, with the Iterated Prisone…

  • An educational genetic algorithms learning tool

    Open Access•Ying-Hong Liao Ying-Hong Liao, Yinghong Liao et al.•ARTICLE•IEEE Transactions on Education•2001

    During the last thirty years, there has been a rapidly growing interest in a field called genetic algorithms (GAs). The field is at a stage of tremendous growth as evidenced by the increasing number of conferences, workshops and papers concerning it, as well as the emergence of a central journal for the field. With their great robustness, genetic algorithms have proven to be a promising technique for many optimization, design, control, and machin…

  • Structural and navigational analysis of hypermedia courseware

    Open Access•Chuen-Tsai Sun, Chuen-Tsai Sun Chuen-Tsai Sun et al.•ARTICLE•IEEE Transactions on Education•1998

    In addition to providing flexible access to instructional information and supporting convenient learning styles, educational hypermedia offers a nonsequential information presentation that markedly differs from conventional instructional systems. Many pedagogical issues are attributed to the nonlinear structures of educational hypermedia systems. Consequently, an ideal educational hypermedia system should provide navigation guidance, knowledge co…

  • Structural and navigational analysis of hypermedia courseware

    Open Access•Chuen-Tsai Sun, Chuen-Tsai Sun Chuen-Tsai Sun et al.•ARTICLE•IEEE Transactions on Education•1998

  • Experiencing Coral

    Open Access•Chuen-Tsai Sun, Chuen-Tsai Sun Chuen-Tsai Sun et al.•ARTICLE•IEEE Transactions on Education•1996

    This paper describes application of information technologies to education, outlines the educational foundations and design strategies of the applications, and addresses related research issues. In this paper, the authors introduce the CORAL (COoperative Remotely Accessible Learning) system, currently under development at National Chiao Tung University in Taiwan, as an example of how information technologies are being used in science and engineeri…

  • Cash Trade in Free-to-Play Online Games

    Open Access•Holin Lin, Holin Lin Holin Lin et al.•ARTICLE•Games and Culture•2011•Cited by: 5•References: 1

    The rapidly expanding ''free-to-play'' online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ''free game'' participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather…

  • Experiencing Coral

    Open Access•Chuen-Tsai Sun, Chuen-Tsai Sun Chuen-Tsai Sun et al.•ARTICLE•IEEE Transactions on Education•1996

    This paper describes application of information technologies to education, outlines the educational foundations and design strategies of the applications, and addresses related research issues. In this paper, the authors introduce the CORAL (COoperative Remotely Accessible Learning) system, currently under development at National Chiao Tung University in Taiwan, as an example of how information technologies are being used in science and engineeri…

  • Structural and navigational analysis of hypermedia courseware

    Open Access•Chuen-Tsai Sun, Chuen-Tsai Sun Chuen-Tsai Sun et al.•ARTICLE•IEEE Transactions on Education•1998

    In addition to providing flexible access to instructional information and supporting convenient learning styles, educational hypermedia offers a nonsequential information presentation that markedly differs from conventional instructional systems. Many pedagogical issues are attributed to the nonlinear structures of educational hypermedia systems. Consequently, an ideal educational hypermedia system should provide navigation guidance, knowledge co…

  • Structural and navigational analysis of hypermedia courseware

    Open Access•Chuen-Tsai Sun, Chuen-Tsai Sun Chuen-Tsai Sun et al.•ARTICLE•IEEE Transactions on Education•1998

  • An educational genetic algorithms learning tool

    Open Access•Ying-Hong Liao Ying-Hong Liao, Yinghong Liao et al.•ARTICLE•IEEE Transactions on Education•2001

    During the last thirty years, there has been a rapidly growing interest in a field called genetic algorithms (GAs). The field is at a stage of tremendous growth as evidenced by the increasing number of conferences, workshops and papers concerning it, as well as the emergence of a central journal for the field. With their great robustness, genetic algorithms have proven to be a promising technique for many optimization, design, control, and machin…

  • What Should We Do Before Running a Social Simulation

    Open Access•Hsu-Chih Wu, Chuen-Tsai Sun•ARTICLE•Social Science Computer Review•2005•References: 3

    Before running a model simulation, it is important to accumulate as much information about the model as possible. Although an analysis of relations among model components is considered a promising means of accomplishing this task, the social simulation literature offers very little guidance in performing such analyses. We use an analytical framework to demonstrate how model analysis can facilitate the simulation process, with the Iterated Prisone…

  • Toward the Human–Robot Co-Existence Society

    Open Access•Yueh-Hsuan Weng, Chien-Hsun Chen et al.•ARTICLE•International Journal of Social…•2009

  • Cash Trade in Free-to-Play Online Games

    Open Access•Holin Lin, Holin Lin Holin Lin et al.•ARTICLE•Games and Culture•2011•Cited by: 5•References: 1

    The rapidly expanding ''free-to-play'' online game payment model represents a huge shift in digital game commercialization, with cash payments for virtual items increasingly recognized as central to ''free game'' participation. In this article, the authors look at implications of this trend for gameplay experiences (especially in terms of immersion, fairness, and fun) and describe a fundamental shift in player self-perceptions as consumers rather…

  • Relationship between digital game experience and problem-solving performance according to a Pisa framework

    Open Access•Chuen-Tsai Sun, Kuan-Ting Chou et al.•ARTICLE•Computers & Education•2022

  • Game-Assisted Social Activism

    Open Access•Holin Lin, Chuen-Tsai Sun•ARTICLE•Games and Culture•2022

    This paper describes the appropriation of video game culture for discursive use during the 2019–20 Hong Kong anti-extradition movement, with participants relying on game argot for mass protest communication and mobilization purposes, and employing game frameworks (especially from MMORPGs) for organizing protest actions. Data from online forums are used to present examples of video game rhetoric and narratives in protest-related online discourses,…

  • Cultivating Creativity and Improving Coding Skills in Primary School Students via Domain-General and Domain-Specific Learning Scaffoldings

    Open Access•Shih-Wen Su, Li-Xian Chen et al.•ARTICLE•Education Sciences•2024

    The transformative wave of generative AI is reshaping the creative thinking processes of learners, posing a significant challenge to education and industry in cultivating technological literacy and creativity. This study delves into the exploration of how learners can effectively tackle new challenges by deconstructing fragments from a macro perspective and generating innovative methods or concepts. In the Scratch visual programming environment, …

  • Advancing a Practical Inquiry Model with multi-perspective role-playing to foster critical thinking behavior in e-book reading

    Open Access•Gloria Yi-Ming Kao, Hui‐Chin Yeh et al.•ARTICLE•Computers & Education•2025

    In the digital age, where media proliferation challenges traditional reading habits, this study investigated the impact of digital platforms on critical thinking (CT) and reading practices. Some conventional e-books may not sufficiently encourage reflective thinking or foster CT skills due to their linear nature and lack of engaging elements. Employing the Practical Inquiry Model (PIM) within the Community of Inquiry (CoI) framework, this study h…

Computer Science (11 works) · Multimedia (6 works) · Innovative Teaching and Learning Methods (5 works) · Artificial Intelligence (4 works) · Psychology (4 works) · Sociology (4 works) · Engineering (3 works) · Mathematics education (3 works) · Digital Games and Media (2 works) · Educational Games and Gamification (2 works)

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