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Jie Chi Yang

Biographic Data

ID6479403
NAMEJie Chi Yang
GIVEN NAMESJie Chi
FAMILY NAMEYang
SIGNATUREYANG J C
AFFILIATIONSNational Central University
ORCID0000-0002-6265-1453
VERIFIEDYes
TOTAL WORKS14
TOTAL CITATIONS1
AUTHOR COUNT14
EDITOR COUNT0
FIRST PUBLICATION YEAR2016
LATEST PUBLICATION YEAR2026
H-INDEX1
  • A gamified analytical thinking skills learning approach for young learners’ Arabic language learning

    Darmawansah Darmawansah, Meitia Chairany Afrizal et al.•ARTICLE•Computer Assisted Language Learning•2026

    Despite the rising popularity of learning Arabic as a foreign language, there has been limited research addressing potential effects of integrating technology into the learning approach for learning Arabic language, particularly using gamification. Few studies have explored whether gamification can influence factors like language acquisition. To address these gaps, we proposed a gamified analytical thinking skills learning approach (Gamified-ATS)…

  • Environmental pressure and perceived costs and benefits of residents’ low-carbon behavior

    Jie Yang, Jie Chi Yang et al.•ARTICLE•Journal of Environmental Planning…•2025

    Effectively guiding residents towards low-carbon behavior is an important way to reduce carbon emissions, mitigate climate change and achieve sustainable social development. We developed a dual mediator model of environmental pressure on low-carbon behavior based on Stimulus-Organism-Response (S-O-R) theory. The structural equation modelling analysis method was used to conduct an empirical test with 1557 questionnaires of urban residents from Bei…

  • How L2 grit fuels optimism and cognitive engagement to promote willingness to communicate in English among junior high students

    Open Access•Xiang Li, Zhongfeng Wang et al.•ARTICLE•System•2025•Cited by: 1•References: 7

  • An Investigation of the Effects of Using Audio-Visual Language Education Integrated Art Teaching on Students’ Learning Motivation and Outcome

    Open Access•Yuan Yuan, Yuanyuan Yuanyuan et al.•ARTICLE•Revista de Cercetare si…•2024

    Many school classrooms currently possess a sufficient amount of equipment and wireless network. This can change teachers’ instruction styles as well as students’ learning styles. Especially, through the teaching policy to promote information integrated instruction, teachers can present the lessons more clearly. This study was designed as experimental research. This quasi-experimental study comprised 206 Chinese students, who were randomly assigne…

  • Factors influencing the acquisition of English skills in an English learning environment using Rain Classroom

    Benazir Quadir, Jie Chi Yang et al.•ARTICLE•Interactive Learning Environments•2024

    Mobile technologies are widely used in education, both as standalone tools and in conjunction with other applications. The WeChat-based app Rain Classroom is one such application. Rain Classroom includes learning activities not only during class but also before and after class. Previous research has suggested strong demand for WeChat-based apps that can facilitate learning. However, relevant studies have not empirically evaluated the effect of Ra…

  • Integrating scenario game-based learning with the experiential learning strategy to facilitate nursing students’ learning performance and core competencies in labor support training

    Ching‐Yi Chang, Hsiu‐Ju Jen et al.•ARTICLE•Interactive Learning Environments•2024

    Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core competencies (6CCs) (communication, collaboration, critical thinking, complex problem solving, creativ…

  • The dissemination of holistic health care and evidence-based medicine courses from institution-based to department-based via a course management system

    Ching-Jung Chung, Yen-Hsun Huang et al.•ARTICLE•Interactive Learning Environments•2024

    This prospective longitudinal study assessed the effects of the course management system, EDU3, on the effectiveness of the dissemination of holistic health care and evidence-based medicine (EBM) courses. Between January 2014 and December 2021, delinked data (n = 354,229) from EDU3 were analyzed. In addition to analyzing the main educational team or seed teachers responsible for opening the courses, yearly changing trends in the number and teachi…

  • Concept mapping in computer-supported learning environments

    Ching‐Yi Chang, Jie Chi Yang•ARTICLE•Interactive Learning Environments•2023

    Concept mapping (CM) is widely used in educational settings as a teaching/learning or assessment tool. We conducted a bibliometric analysis and systematic review to provide an updated review on CM research in computer-supported learning environments. A total of 356 selected studies published from 1990 to 2020 were analyzed from the Web of Science database. The findings revealed an increasing and continuous focus on CM research. The leading journa…

  • A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities

    Open Access•Jie Chi Yang, Wen‐Chi Kuo•ARTICLE•Journal of Computer Assisted…•2022

  • Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning

    Open Access•Jie Chi Yang, Ching‐Jung Chung et al.•ARTICLE•Journal of Computer Assisted…•2022

  • An investigation of game behavior in the context of digital game-based learning

    Open Access•Jie Chi Yang, Sherry Y Chen•ARTICLE•Computers in Human Behavior•2020

  • A new perspective to promote low-carbon consumption

    Open Access•Lingyun Mi, Hanlin Zhu et al.•ARTICLE•Ecological Economics•2019

    Reference groups are crucial factor in consumer purchasing decisions. However, we know little about how such groups affect low-carbon consumption behavior (LCB), especially the impact of habitual low-carbon consumption behavior (HLCB). To expand on the previous research and encourage LCB from the perspective of reference groups, we conducted a social study of Xuzhou, Jiangsu Province, China ( N = 351). We aim to test how the influences of referen…

  • A scoping review of research on digital game-based language learning

    Open Access•Hsiu-Ting Hung, Hsiu‐Ting Hung et al.•ARTICLE•Computers & Education•2018

  • Effects of locus of control on behavioral intention and learning performance of energy knowledge in game-based learning

    Jie Chi Yang, Yi Lung Lin et al.•ARTICLE•Environmental Education Research•2016•References: 1

    Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners’ reactions to digital games for supporting learning. This study addresses this issue by developing a digital educational game and exam…

  • How L2 grit fuels optimism and cognitive engagement to promote willingness to communicate in English among junior high students

    Open Access•Xiang Li, Zhongfeng Wang et al.•ARTICLE•System•2025•Cited by: 1•References: 7

  • Effects of locus of control on behavioral intention and learning performance of energy knowledge in game-based learning

    Jie Chi Yang, Yi Lung Lin et al.•ARTICLE•Environmental Education Research•2016•References: 1

    Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners’ reactions to digital games for supporting learning. This study addresses this issue by developing a digital educational game and exam…

  • A scoping review of research on digital game-based language learning

    Open Access•Hsiu-Ting Hung, Hsiu‐Ting Hung et al.•ARTICLE•Computers & Education•2018

  • A new perspective to promote low-carbon consumption

    Open Access•Lingyun Mi, Hanlin Zhu et al.•ARTICLE•Ecological Economics•2019

    Reference groups are crucial factor in consumer purchasing decisions. However, we know little about how such groups affect low-carbon consumption behavior (LCB), especially the impact of habitual low-carbon consumption behavior (HLCB). To expand on the previous research and encourage LCB from the perspective of reference groups, we conducted a social study of Xuzhou, Jiangsu Province, China ( N = 351). We aim to test how the influences of referen…

  • An investigation of game behavior in the context of digital game-based learning

    Open Access•Jie Chi Yang, Sherry Y Chen•ARTICLE•Computers in Human Behavior•2020

  • A mobile game‐based app to facilitate learners' motivation and achievement in learning Chinese reading activities

    Open Access•Jie Chi Yang, Wen‐Chi Kuo•ARTICLE•Journal of Computer Assisted…•2022

  • Effects of performance goal orientations on learning performance and in‐game performance in digital game‐based learning

    Open Access•Jie Chi Yang, Ching‐Jung Chung et al.•ARTICLE•Journal of Computer Assisted…•2022

  • Concept mapping in computer-supported learning environments

    Ching‐Yi Chang, Jie Chi Yang•ARTICLE•Interactive Learning Environments•2023

    Concept mapping (CM) is widely used in educational settings as a teaching/learning or assessment tool. We conducted a bibliometric analysis and systematic review to provide an updated review on CM research in computer-supported learning environments. A total of 356 selected studies published from 1990 to 2020 were analyzed from the Web of Science database. The findings revealed an increasing and continuous focus on CM research. The leading journa…

  • An Investigation of the Effects of Using Audio-Visual Language Education Integrated Art Teaching on Students’ Learning Motivation and Outcome

    Open Access•Yuan Yuan, Yuanyuan Yuanyuan et al.•ARTICLE•Revista de Cercetare si…•2024

    Many school classrooms currently possess a sufficient amount of equipment and wireless network. This can change teachers’ instruction styles as well as students’ learning styles. Especially, through the teaching policy to promote information integrated instruction, teachers can present the lessons more clearly. This study was designed as experimental research. This quasi-experimental study comprised 206 Chinese students, who were randomly assigne…

  • Factors influencing the acquisition of English skills in an English learning environment using Rain Classroom

    Benazir Quadir, Jie Chi Yang et al.•ARTICLE•Interactive Learning Environments•2024

    Mobile technologies are widely used in education, both as standalone tools and in conjunction with other applications. The WeChat-based app Rain Classroom is one such application. Rain Classroom includes learning activities not only during class but also before and after class. Previous research has suggested strong demand for WeChat-based apps that can facilitate learning. However, relevant studies have not empirically evaluated the effect of Ra…

  • Integrating scenario game-based learning with the experiential learning strategy to facilitate nursing students’ learning performance and core competencies in labor support training

    Ching‐Yi Chang, Hsiu‐Ju Jen et al.•ARTICLE•Interactive Learning Environments•2024

    Nursing students participating in labor support training need to learn core clinical skills to assess the delivery process to reduce the risk and labor pain of pregnant women. We proposed an approach to integrate scenario game-based learning with the experiential learning strategy to facilitate nursing students' learning performance and six core competencies (6CCs) (communication, collaboration, critical thinking, complex problem solving, creativ…

  • The dissemination of holistic health care and evidence-based medicine courses from institution-based to department-based via a course management system

    Ching-Jung Chung, Yen-Hsun Huang et al.•ARTICLE•Interactive Learning Environments•2024

    This prospective longitudinal study assessed the effects of the course management system, EDU3, on the effectiveness of the dissemination of holistic health care and evidence-based medicine (EBM) courses. Between January 2014 and December 2021, delinked data (n = 354,229) from EDU3 were analyzed. In addition to analyzing the main educational team or seed teachers responsible for opening the courses, yearly changing trends in the number and teachi…

  • Environmental pressure and perceived costs and benefits of residents’ low-carbon behavior

    Jie Yang, Jie Chi Yang et al.•ARTICLE•Journal of Environmental Planning…•2025

    Effectively guiding residents towards low-carbon behavior is an important way to reduce carbon emissions, mitigate climate change and achieve sustainable social development. We developed a dual mediator model of environmental pressure on low-carbon behavior based on Stimulus-Organism-Response (S-O-R) theory. The structural equation modelling analysis method was used to conduct an empirical test with 1557 questionnaires of urban residents from Bei…

  • How L2 grit fuels optimism and cognitive engagement to promote willingness to communicate in English among junior high students

    Open Access•Xiang Li, Zhongfeng Wang et al.•ARTICLE•System•2025•Cited by: 1•References: 7

  • A gamified analytical thinking skills learning approach for young learners’ Arabic language learning

    Darmawansah Darmawansah, Meitia Chairany Afrizal et al.•ARTICLE•Computer Assisted Language Learning•2026

    Despite the rising popularity of learning Arabic as a foreign language, there has been limited research addressing potential effects of integrating technology into the learning approach for learning Arabic language, particularly using gamification. Few studies have explored whether gamification can influence factors like language acquisition. To address these gaps, we proposed a gamified analytical thinking skills learning approach (Gamified-ATS)…

Psychology (11 works) · Mathematics education (10 works) · Computer Science (9 works) · Educational Games and Gamification (6 works) · Multimedia (4 works) · Social Psychology (4 works) · Artificial Intelligence (3 works) · Business (3 works) · Educational technology (3 works) · Environmental Education and Sustainability (3 works)

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