Nian‐Shing Chen
Biographic Data
| ID | 6479018 |
|---|---|
| NAME | Nian‐Shing Chen |
| GIVEN NAMES | Nian‐Shing |
| FAMILY NAME | Chen |
| SIGNATURE | CHEN N S |
| AFFILIATIONS | National Taiwan Normal University |
| ORCID | 0000-0001-7768-0997 |
| VERIFIED | Yes |
| TOTAL WORKS | 30 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 30 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2011 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Designing pedagogical AI agents as digital twins of teachers
Recent advances in generative artificial intelligence (AI) have increased interest in supporting teachers’ meaningful integration of AI into instruction. Pedagogical AI agents (PAIAs) serve as digital twins of teachers, enabling educators to externalize their pedagogical reasoning into scalable AI environments; however, translating instructional intentions into executable AI agents remains a complex challenge. This study investigated teachers’ AI…
The effectiveness and learner acceptance of robot-facilitated board games for enhancing content-based English vocabulary learning
Despite the popularity of gamified language learning, research on using robots and smart objects to facilitate language learning games remains scarce. This study examined the effectiveness and learner acceptance of content-based language learning in a robot-facilitated board game embedded with gaming strategies such as coopetition. The mixed-methods experiment compared the effects of two game modes—robot-facilitated board games (RFBGs) and human-…
Enhancing Badminton Rule Learning Through a GPT ‐Integrated Line Bot
Integrating AI-Driven Wearable Metaverse Technologies into Ubiquitous Blended Learning
Ubiquitous blended learning, leveraging mobile devices, has democratized education by enabling autonomous and readily accessible knowledge acquisition. However, its reliance on traditional interfaces often limits learner immersion and meaningful interaction. The emergence of the wearable metaverse offers a compelling solution, promising enhanced multisensory experiences and adaptable learning environments that transcend the constraints of convent…
Enhancing the flipped classroom model with generative AI and Metaverse technologies
Designing Educational Robots for Preschool Classrooms
The role of learners’ characteristics in educational gamification systems
Gamification has gained an increasing attention from researchers and practitioners in various domains including education as it can increase learners’ engagement and motivation. However, little is known about how educational gamification experiences can be influenced by learners’ characteristics. Therefore, this study provides a systematic meta-review of empirical studies related to learners’ characteristics and educational gamification experienc…
Uncovering emotion sequence patterns in different interaction groups using deep learning and sequential pattern mining
Oral translanguaging in telecollaboration
Teacher development in robot and IoT knowledge, skills, and attitudes with the use of the TPACK-based Support-Stimulate-Seek approach
In-service teachers’ professional development regarding technology adoption in education is often focused on only one specific technology. To maximize the utilization of technologies, teachers need to be able to leverage different technologies seamlessly. Technological Pedagogical Content Knowledge (TPACK) is one of the most important frameworks depicting teachers’ competences for effectively teaching with technology. The TPACK Support-Stimulate-…
Developing and validating an authentic contextual learning framework
The purpose of this study is to develop and validate an authentic contextual learning framework with six constructs to model the relationships among essential factors of authentic contextual learning. In particular, this framework explores the relationships across six constructs, i.e. learning by applying, healthy learning, collaborative learning, creativity, sustainability, and scalability. A total of 99 learners participated in this study. All …
The effect of real-time pose recognition on badminton learning performance
Badminton is a very popular subject in Physical Education (PE). Many students enroll badminton courses in every semester which pose a tremendous teaching load to the instructors. The one-on-one guiding/feedback time provided by the instructor to each student is also greatly reduced. To overcome this challenge, some studies have tried to adopt pose recognition technique in teaching badminton. However, the lack of mobility and recognition accuracy …
Human–robot interface design – the ‘Robot with a Tablet’ or ‘Robot only’, which one is better
The new era of integrating robots with artificial intelligence and the Internet of Things has provided huge potential for service robots to play important roles in our daily lives. Therefore, it is interesting to investigate whether a robot should have a separate device to incorporate digital content or use its face to toggle between facial expressions and digital content. From the human–robot interface (HRI) design perspective, a robot with a ta…
The theory, pedagogy, technology and design issue in Digital Language Learning (DLL)
An abstract is not available for this content so a preview has been provided. Please use the Get access link above for information on how to access this content
Analyzing the educational goals, problems and techniques used in educational big data research from 2010 to 2018
The purpose of this study is to review journal papers on educational big data research published from 2010 to 2018. A total of 143 papers were selected. The papers were characterized based on three dimensions: (a) educational goals; (b) educational problems addressed; and (c) big data analytical techniques used. A qualitative content analysis approach was conducted to develop a coding scheme for analyzing the selected papers. The results identifi…
Effect of Socratic Reflection Prompts via video-based learning system on elementary school students’ critical thinking skills
Effects of gender and personality differences on students’ perception of game design elements in educational gamification
Development of a badminton teaching system with wearable technology for improving students’ badminton doubles skills
Enhancing EFL vocabulary learning with multimodal cues supported by an educational robot and an IoT-Based 3D book
Educational big data
Contemporary education, at all levels, is unbounded by time and space and learning can occur both in physical and virtual environments and with the assistance of countless technologies and pedagogi
Effect of the flipped classroom on the mathematics performance of middle school students
Enhancing STEM competence by making electronic musical pencil for non-engineering students
Effects of teacher role on student engagement in WeChat-Based online discussion learning
Exploring the affordances of WeChat for facilitating teaching, social and cognitive presence in semi-synchronous language exchange
This research is an exploratory study that evaluates the affordances of WeChat for the development of a community of inquiry (CoI) in semi-synchronous language exchange supported by WeChat. WeChat is an instant messenger that facilitates a multimodal environment in which interaction can happen synchronously, semi-synchronously and asynchronously through text, audio, video conferencing and a variety of pedagogically facilitating affordances. Diffe…
Students’ perspectives of using cooperative learning in a flipped statistics classroom
Statistics has been recognised as one of the most anxiety-provoking subjects to learn in the higher education context. Educators have continuously endeavoured to find ways to integrate digital technologies and innovative pedagogies in the classroom to eliminate the fear of statistics. The purpose of this study is to systematically identify students’ perspective of using cooperative learning in a flipped statistics classroom by utilising Q-methodo…
Integrating book, digital content and robot for enhancing elementary school students' learning of English
Early school years are an important period to lay out the foundation for learning a second language. In addition to mastering the basic language skills and keeping the learning process fun, promoting a lifelong learning habit should also be emphasised. Motivating elementary school students to learn English and avoiding misconceptions associated with the learning process are very important issues. This study attempted to explore the integration of…
CoCAR
In response to the need to cultivate pre-service Chinese as a foreign language (CFL) teachers' information and communication technology (ICT) competency in online synchronous environments, this research adopted a three-stage cyclical model named cooperation-based cognition, action, and reflection (CoCAR). The model was implemented in an 18-week program to prepare pre-service CFL teachers for online synchronous teaching. A qualitative approach was…
Assessing cultural awareness and linguistic competency of EFL learners in a CMC-based active learning context
Is FLIP enough? Or should we use the FLIPPED model instead?
Facilitating learners’ web-based information problem-solving by query expansion-based concept mapping
Web-based information problem-solving has been recognised as a critical ability for learners. However, the development of students’ abilities in this area often faces several challenges, such as difficulty in building well-organised knowledge structures to support complex problems that require higher-order skills (e.g., system thinking). To resolve these issues, this study employs a semi-automatic tool that supports query expansion-based concept …
Students’ perspectives of using cooperative learning in a flipped statistics classroom
Statistics has been recognised as one of the most anxiety-provoking subjects to learn in the higher education context. Educators have continuously endeavoured to find ways to integrate digital technologies and innovative pedagogies in the classroom to eliminate the fear of statistics. The purpose of this study is to systematically identify students’ perspective of using cooperative learning in a flipped statistics classroom by utilising Q-methodo…
Exploring the affordances of WeChat for facilitating teaching, social and cognitive presence in semi-synchronous language exchange
This research is an exploratory study that evaluates the affordances of WeChat for the development of a community of inquiry (CoI) in semi-synchronous language exchange supported by WeChat. WeChat is an instant messenger that facilitates a multimodal environment in which interaction can happen synchronously, semi-synchronously and asynchronously through text, audio, video conferencing and a variety of pedagogically facilitating affordances. Diffe…
Educational big data
Contemporary education, at all levels, is unbounded by time and space and learning can occur both in physical and virtual environments and with the assistance of countless technologies and pedagogi
Effect of the flipped classroom on the mathematics performance of middle school students
Enhancing STEM competence by making electronic musical pencil for non-engineering students
Effects of teacher role on student engagement in WeChat-Based online discussion learning
Effects of gender and personality differences on students’ perception of game design elements in educational gamification
Development of a badminton teaching system with wearable technology for improving students’ badminton doubles skills
Enhancing EFL vocabulary learning with multimodal cues supported by an educational robot and an IoT-Based 3D book
The theory, pedagogy, technology and design issue in Digital Language Learning (DLL)
An abstract is not available for this content so a preview has been provided. Please use the Get access link above for information on how to access this content
Analyzing the educational goals, problems and techniques used in educational big data research from 2010 to 2018
The purpose of this study is to review journal papers on educational big data research published from 2010 to 2018. A total of 143 papers were selected. The papers were characterized based on three dimensions: (a) educational goals; (b) educational problems addressed; and (c) big data analytical techniques used. A qualitative content analysis approach was conducted to develop a coding scheme for analyzing the selected papers. The results identifi…
Effect of Socratic Reflection Prompts via video-based learning system on elementary school students’ critical thinking skills
Teacher development in robot and IoT knowledge, skills, and attitudes with the use of the TPACK-based Support-Stimulate-Seek approach
In-service teachers’ professional development regarding technology adoption in education is often focused on only one specific technology. To maximize the utilization of technologies, teachers need to be able to leverage different technologies seamlessly. Technological Pedagogical Content Knowledge (TPACK) is one of the most important frameworks depicting teachers’ competences for effectively teaching with technology. The TPACK Support-Stimulate-…
Developing and validating an authentic contextual learning framework
The purpose of this study is to develop and validate an authentic contextual learning framework with six constructs to model the relationships among essential factors of authentic contextual learning. In particular, this framework explores the relationships across six constructs, i.e. learning by applying, healthy learning, collaborative learning, creativity, sustainability, and scalability. A total of 99 learners participated in this study. All …
The effect of real-time pose recognition on badminton learning performance
Badminton is a very popular subject in Physical Education (PE). Many students enroll badminton courses in every semester which pose a tremendous teaching load to the instructors. The one-on-one guiding/feedback time provided by the instructor to each student is also greatly reduced. To overcome this challenge, some studies have tried to adopt pose recognition technique in teaching badminton. However, the lack of mobility and recognition accuracy …
Human–robot interface design – the ‘Robot with a Tablet’ or ‘Robot only’, which one is better
The new era of integrating robots with artificial intelligence and the Internet of Things has provided huge potential for service robots to play important roles in our daily lives. Therefore, it is interesting to investigate whether a robot should have a separate device to incorporate digital content or use its face to toggle between facial expressions and digital content. From the human–robot interface (HRI) design perspective, a robot with a ta…
The role of learners’ characteristics in educational gamification systems
Gamification has gained an increasing attention from researchers and practitioners in various domains including education as it can increase learners’ engagement and motivation. However, little is known about how educational gamification experiences can be influenced by learners’ characteristics. Therefore, this study provides a systematic meta-review of empirical studies related to learners’ characteristics and educational gamification experienc…
Uncovering emotion sequence patterns in different interaction groups using deep learning and sequential pattern mining
Oral translanguaging in telecollaboration
Integrating AI-Driven Wearable Metaverse Technologies into Ubiquitous Blended Learning
Ubiquitous blended learning, leveraging mobile devices, has democratized education by enabling autonomous and readily accessible knowledge acquisition. However, its reliance on traditional interfaces often limits learner immersion and meaningful interaction. The emergence of the wearable metaverse offers a compelling solution, promising enhanced multisensory experiences and adaptable learning environments that transcend the constraints of convent…
Computer Science (24 works) · Psychology (23 works) · Mathematics education (20 works) · Artificial Intelligence (12 works) · Multimedia (11 works) · Educational technology (9 works) · Pedagogy (9 works) · Innovative Teaching and Learning Methods (8 works) · Online and Blended Learning (8 works) · Human–computer interaction (7 works)