Yu‐Fen Yang
Biographic Data
| ID | 6479489 |
|---|---|
| NAME | Yu‐Fen Yang |
| GIVEN NAMES | Yu‐Fen |
| FAMILY NAME | Yang |
| SIGNATURE | YANG Y F |
| AFFILIATIONS | National Yunlin University of Science and Technology |
| ORCID | 0000-0002-8217-9301 |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 7 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2013 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Developing students’ self-regulated learning strategies to facilitate vocabulary development in a digital game-based learning environment
This study investigated how a digital game-based learning (DGBL) environment affected low- (LP) and high-proficiency (HP) primary school students’ self-regulated learning strategies and vocabulary development. Data were collected from 62 sixth graders (20 LP and 20 HP students) who learned English as a Foreign Language (EFL). The statistics suggested DGBL benefited both LP and HP students’ self-regulated learning strategies and vocabulary develop…
Collaborative digital game design and play to facilitate college students’ creativity development
This study aimed to investigate how digital games affected college students’ creativity development. A sample of 60 college students participated in the digital game design and play instruction, grounded in the playful constructivism theory. The data incorporated the students’ pre- and post-creativity scores in game design, the first and final versions of game design, and the students’ responses to the open-ended questionnaire. The findings revea…
Enhancing teachers’ self-efficacy beliefs in AI-based technology integration into English speaking teaching through a professional development program
Developing college students’ learning strategies to improve oral presentation through negotiation of meaning in telecollaboration
Aiming to investigate how English as a Foreign Language (EFL) college students developed learning strategies to improve oral presentation, this study involved fifty participants in negotiation of meaning (NoM) with peer feedback and assessment through telecollaboration. The participants were randomly assigned to the control (28 students) and telecollaborative (22 students) groups. Data comprised system log files, paper-based records, first and fi…
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…
Exploring Absolute Happiness Through Experiential Education
Background: Happiness is an important but less-explored topic in higher education. This calls for examining courses in higher education on happiness and how college students perceive happiness through experiential learning activities. Purpose: The purpose of the study is to analyze the development of a happiness course in higher education and understand students’ perspectives toward their experiential learning activities. Methodology/Approach: Th…
Raising students’ audience awareness for oral presentation through online role-reversal
New teaching strategies from student teachers’ pedagogical conceptual change in Call
Online collaborative note-taking strategies to foster EFL beginners' literacy development
Learning to construct English (L2) sentences in a bilingual corpus-based system
Learning to construct English (L2) sentences in a bilingual corpus-based system
Online collaborative note-taking strategies to foster EFL beginners' literacy development
New teaching strategies from student teachers’ pedagogical conceptual change in Call
Exploring Absolute Happiness Through Experiential Education
Background: Happiness is an important but less-explored topic in higher education. This calls for examining courses in higher education on happiness and how college students perceive happiness through experiential learning activities. Purpose: The purpose of the study is to analyze the development of a happiness course in higher education and understand students’ perspectives toward their experiential learning activities. Methodology/Approach: Th…
Raising students’ audience awareness for oral presentation through online role-reversal
Developing college students’ learning strategies to improve oral presentation through negotiation of meaning in telecollaboration
Aiming to investigate how English as a Foreign Language (EFL) college students developed learning strategies to improve oral presentation, this study involved fifty participants in negotiation of meaning (NoM) with peer feedback and assessment through telecollaboration. The participants were randomly assigned to the control (28 students) and telecollaborative (22 students) groups. Data comprised system log files, paper-based records, first and fi…
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…
Collaborative digital game design and play to facilitate college students’ creativity development
This study aimed to investigate how digital games affected college students’ creativity development. A sample of 60 college students participated in the digital game design and play instruction, grounded in the playful constructivism theory. The data incorporated the students’ pre- and post-creativity scores in game design, the first and final versions of game design, and the students’ responses to the open-ended questionnaire. The findings revea…
Enhancing teachers’ self-efficacy beliefs in AI-based technology integration into English speaking teaching through a professional development program
Developing students’ self-regulated learning strategies to facilitate vocabulary development in a digital game-based learning environment
This study investigated how a digital game-based learning (DGBL) environment affected low- (LP) and high-proficiency (HP) primary school students’ self-regulated learning strategies and vocabulary development. Data were collected from 62 sixth graders (20 LP and 20 HP students) who learned English as a Foreign Language (EFL). The statistics suggested DGBL benefited both LP and HP students’ self-regulated learning strategies and vocabulary develop…
Psychology (9 works) · Computer Science (8 works) · Mathematics education (8 works) · EFL/ESL Teaching and Learning (5 works) · Innovative Teaching and Learning Methods (5 works) · Multimedia (5 works) · Pedagogy (5 works) · Teaching method (4 works) · Human–computer interaction (3 works) · Second Language Learning and Teaching (3 works)