Siao-Cing Lai
Biographic Data
| ID | 6508101 |
|---|---|
| NAME | Siao-Cing Lai |
| GIVEN NAMES | Siao-Cing |
| FAMILY NAME | Lai |
| SIGNATURE | LAI S |
| AFFILIATIONS | National Yunlin University of Science and Technology |
| ORCID | 0000-0003-0530-9456 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 6 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2024 |
| 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
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…
Mathematics education (3 works) · Psychology (3 works) · Computer Science (2 works) · Educational Games and Gamification (2 works) · Educational technology (2 works) · Human–computer interaction (2 works) · Innovative Teaching and Learning Methods (2 works) · Multimedia (2 works) · Teaching method (2 works) · Creativity (1 works)