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Sunny S J Lin

Biographic Data

ID309387
NAMESunny S J Lin
GIVEN NAMESSunny S J
FAMILY NAMELin
SIGNATURELIN S S J
AFFILIATIONSNational Yang Ming Chiao Tung University
ORCID0000-0002-3952-6996
VERIFIEDYes
TOTAL WORKS14
TOTAL CITATIONS12
AUTHOR COUNT14
EDITOR COUNT0
FIRST PUBLICATION YEAR2001
LATEST PUBLICATION YEAR2026
H-INDEX2
  • STEM class momentary investigation

    Open Access•Su‐kuang Chen, Ssu-Kuang Chen et al.•ARTICLE•Learning and Instruction•2026

  • Progress of peer collaborative problem solving and the role of teachers in STEM classes

    Open Access•Su‐kuang Chen, Sunny S J Lin et al.•ARTICLE•Interactive Learning Environments•2026

    We aimed to examine the development of collaborative problem solving (CPS) across multiple time points in a science, technology, engineering, and mathematics (STEM) project-based course, with a focus on the interactions between students’ cognitive and social-emotional CPS behaviors and their teacher’s behaviors. The behaviors of two selected student groups (representing high and low prior knowledge) and their teacher were recorded and transcribed…

  • When and how learners engage with source information in digital multiple-text reading

    Open Access•Zheng-Hong Guan, Sunny S J Lin•ARTICLE•Computers & Education•2025

  • When the school door closes, do teachers open a window? Using diary method to investigate teachers’ online teaching practices and momentary experiences in crisis

    Open Access•Jo-Chi Hsiao, Chao-Yang Cheng et al.•ARTICLE•Computers & Education•2023

  • Developing Personas of Gamers with Problematic Gaming Behavior among College Students Based on Qualitative Data of Gaming Motives and Push–Pull–Mooring

    Open Access•Shan‐Mei Chang, Sunny S J Lin•ARTICLE•International Journal of…•2023

    Gaming is a popular but possibly problematic activity among college students. To distinguish gamers with potential problematic gaming behaviors (PGB) is crucial to mental health staff. Two studies were conducted that aimed to explore portraits of gamers with PGB in college campuses. The first study selected 20 college students, diagnosed with problematic gaming behaviors, from a longitudinal dataset and semi-structured interviews were conducted f…

  • Developing a plugged-in class observation protocol in high-school blended STEM classes

    Open Access•Jo-Chi Hsiao, Su‐kuang Chen et al.•ARTICLE•Computers & Education•2022

  • A Latent Profile Analysis of Self-Control and Self-Esteem and the Grouping Effect on Adolescent Quality of Life Across Two Consecutive Years

    Open Access•Yuan-Hsuan Lee, Yuan‐hsuan Lee et al.•ARTICLE•Social Indicators Research•2014•Cited by: 5•References: 41

  • The Latent Profiles of Life Domain Importance and Satisfaction in a Quality of Life Scale

    Open Access•Su‐kuang Chen, Su-Kuang Chen et al.•ARTICLE•Social Indicators Research•2014•Cited by: 4•References: 39

  • Cognitive ability, academic achievement and academic self-concept

    Open Access•Su‐kuang Chen, Ssu‐Kuang Chen et al.•ARTICLE•British Journal of Educational…•2012•Cited by: 1•References: 50

    Background. Marsh's internal/external (I/E) frame of reference model depicts the relationship between achievement and self-concept in specific academic domains. Few efforts have been made to examine concurrent relationships among cognitive ability, achievement, and academic self-concept (ASC) within an I/E model framework.Aim. To simultaneously examine the influences of domain-specific cognitive ability and grades on domain self-concept in an ext…

  • Satisfaction Ratings of Qolpav

    Open Access•Su‐kuang Chen, Ssu-Kuang Chen et al.•ARTICLE•Social Indicators Research•2011•Cited by: 2•References: 6

  • Early Adolescent Players' Playfulness and Psychological Needs in Online Games

    Open Access•Yu-Tzu Chiang, Sunny S J Lin et al.•ARTICLE•Social Behavior and Personality…•2010

    Early adolescent in-game playfulness (state), playfulness trait rated during the study procedure, and psychological needs fulfilled through online gaming were explored. Taiwan adolescents ( N = 132) were recruited to connect to an online game for a certain period of time. Immediately after this gaming procedure, they completed questionnaires of players' momentary playfulness and psychological needs. Online game playfulness trait was mapped onto 2…

  • Sensation seeking and internet dependence of Taiwanese high school adolescents

    Open Access•Sunny S J Lin, Chia-Chun Tsai et al.•ARTICLE•Computers in Human Behavior•2002

  • Web based peer assessment

    Open Access•Sunny S J Lin, Sunny San-Ju Lin Sunny San-Ju Lin et al.•ARTICLE•IEEE Transactions on Education•2001

    The specific features of the Web-based peer assessment are to utilize Internet resources to facilitate contacts between individuals and information, to assist in brainstorming among individuals, and to generate more meaningful learning at the higher education level. In this research, authors focus predominantly on attitudes of computer science students toward Web-based peer assessment using NetPeas as the interactive channel and management center…

  • Web-based peer review

    Open Access•Eric Zhi Feng Liu, Eric Zhi-Feng Liu Eric Zhi-Feng Liu et al.•ARTICLE•IEEE Transactions on Education•2001

    This study describes an effective web-based learning strategy, peer review, used by 143 computer science undergraduate students in an operating systems class at a Taiwanese university. Peer review, based on social constructivism, can be easily implemented via the authors' well-developed web-based peer review (WPR) system. Through peer review, the authors hope to form an authentic learning environment similar to an academic society in which a rese…

  • A Latent Profile Analysis of Self-Control and Self-Esteem and the Grouping Effect on Adolescent Quality of Life Across Two Consecutive Years

    Open Access•Yuan-Hsuan Lee, Yuan‐hsuan Lee et al.•ARTICLE•Social Indicators Research•2014•Cited by: 5•References: 41

  • The Latent Profiles of Life Domain Importance and Satisfaction in a Quality of Life Scale

    Open Access•Su‐kuang Chen, Su-Kuang Chen et al.•ARTICLE•Social Indicators Research•2014•Cited by: 4•References: 39

  • Satisfaction Ratings of Qolpav

    Open Access•Su‐kuang Chen, Ssu-Kuang Chen et al.•ARTICLE•Social Indicators Research•2011•Cited by: 2•References: 6

  • Cognitive ability, academic achievement and academic self-concept

    Open Access•Su‐kuang Chen, Ssu‐Kuang Chen et al.•ARTICLE•British Journal of Educational…•2012•Cited by: 1•References: 50

    Background. Marsh's internal/external (I/E) frame of reference model depicts the relationship between achievement and self-concept in specific academic domains. Few efforts have been made to examine concurrent relationships among cognitive ability, achievement, and academic self-concept (ASC) within an I/E model framework.Aim. To simultaneously examine the influences of domain-specific cognitive ability and grades on domain self-concept in an ext…

  • Web based peer assessment

    Open Access•Sunny S J Lin, Sunny San-Ju Lin Sunny San-Ju Lin et al.•ARTICLE•IEEE Transactions on Education•2001

    The specific features of the Web-based peer assessment are to utilize Internet resources to facilitate contacts between individuals and information, to assist in brainstorming among individuals, and to generate more meaningful learning at the higher education level. In this research, authors focus predominantly on attitudes of computer science students toward Web-based peer assessment using NetPeas as the interactive channel and management center…

  • Web-based peer review

    Open Access•Eric Zhi Feng Liu, Eric Zhi-Feng Liu Eric Zhi-Feng Liu et al.•ARTICLE•IEEE Transactions on Education•2001

    This study describes an effective web-based learning strategy, peer review, used by 143 computer science undergraduate students in an operating systems class at a Taiwanese university. Peer review, based on social constructivism, can be easily implemented via the authors' well-developed web-based peer review (WPR) system. Through peer review, the authors hope to form an authentic learning environment similar to an academic society in which a rese…

  • Sensation seeking and internet dependence of Taiwanese high school adolescents

    Open Access•Sunny S J Lin, Chia-Chun Tsai et al.•ARTICLE•Computers in Human Behavior•2002

  • Early Adolescent Players' Playfulness and Psychological Needs in Online Games

    Open Access•Yu-Tzu Chiang, Sunny S J Lin et al.•ARTICLE•Social Behavior and Personality…•2010

    Early adolescent in-game playfulness (state), playfulness trait rated during the study procedure, and psychological needs fulfilled through online gaming were explored. Taiwan adolescents ( N = 132) were recruited to connect to an online game for a certain period of time. Immediately after this gaming procedure, they completed questionnaires of players' momentary playfulness and psychological needs. Online game playfulness trait was mapped onto 2…

  • Satisfaction Ratings of Qolpav

    Open Access•Su‐kuang Chen, Ssu-Kuang Chen et al.•ARTICLE•Social Indicators Research•2011•Cited by: 2•References: 6

  • Cognitive ability, academic achievement and academic self-concept

    Open Access•Su‐kuang Chen, Ssu‐Kuang Chen et al.•ARTICLE•British Journal of Educational…•2012•Cited by: 1•References: 50

    Background. Marsh's internal/external (I/E) frame of reference model depicts the relationship between achievement and self-concept in specific academic domains. Few efforts have been made to examine concurrent relationships among cognitive ability, achievement, and academic self-concept (ASC) within an I/E model framework.Aim. To simultaneously examine the influences of domain-specific cognitive ability and grades on domain self-concept in an ext…

  • A Latent Profile Analysis of Self-Control and Self-Esteem and the Grouping Effect on Adolescent Quality of Life Across Two Consecutive Years

    Open Access•Yuan-Hsuan Lee, Yuan‐hsuan Lee et al.•ARTICLE•Social Indicators Research•2014•Cited by: 5•References: 41

  • The Latent Profiles of Life Domain Importance and Satisfaction in a Quality of Life Scale

    Open Access•Su‐kuang Chen, Su-Kuang Chen et al.•ARTICLE•Social Indicators Research•2014•Cited by: 4•References: 39

  • Developing a plugged-in class observation protocol in high-school blended STEM classes

    Open Access•Jo-Chi Hsiao, Su‐kuang Chen et al.•ARTICLE•Computers & Education•2022

  • When the school door closes, do teachers open a window? Using diary method to investigate teachers’ online teaching practices and momentary experiences in crisis

    Open Access•Jo-Chi Hsiao, Chao-Yang Cheng et al.•ARTICLE•Computers & Education•2023

  • Developing Personas of Gamers with Problematic Gaming Behavior among College Students Based on Qualitative Data of Gaming Motives and Push–Pull–Mooring

    Open Access•Shan‐Mei Chang, Sunny S J Lin•ARTICLE•International Journal of…•2023

    Gaming is a popular but possibly problematic activity among college students. To distinguish gamers with potential problematic gaming behaviors (PGB) is crucial to mental health staff. Two studies were conducted that aimed to explore portraits of gamers with PGB in college campuses. The first study selected 20 college students, diagnosed with problematic gaming behaviors, from a longitudinal dataset and semi-structured interviews were conducted f…

  • When and how learners engage with source information in digital multiple-text reading

    Open Access•Zheng-Hong Guan, Sunny S J Lin•ARTICLE•Computers & Education•2025

  • STEM class momentary investigation

    Open Access•Su‐kuang Chen, Ssu-Kuang Chen et al.•ARTICLE•Learning and Instruction•2026

  • Progress of peer collaborative problem solving and the role of teachers in STEM classes

    Open Access•Su‐kuang Chen, Sunny S J Lin et al.•ARTICLE•Interactive Learning Environments•2026

    We aimed to examine the development of collaborative problem solving (CPS) across multiple time points in a science, technology, engineering, and mathematics (STEM) project-based course, with a focus on the interactions between students’ cognitive and social-emotional CPS behaviors and their teacher’s behaviors. The behaviors of two selected student groups (representing high and low prior knowledge) and their teacher were recorded and transcribed…

Psychology (12 works) · Social Psychology (6 works) · Innovative Teaching and Learning Methods (5 works) · Mathematics education (5 works) · Medicine (5 works) · Computer Science (4 works) · Developmental psychology (4 works) · Social Psychology (4 works) · Statistics (4 works) · Class (philosophy) (3 works)

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