Ching‐Huei Chen
Biographic Data
| ID | 6770106 |
|---|---|
| NAME | Ching‐Huei Chen |
| GIVEN NAMES | Ching‐Huei |
| FAMILY NAME | Chen |
| SIGNATURE | CHEN C H |
| AFFILIATIONS | National Changhua University of Education |
| ORCID | 0000-0001-9697-3752 |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 12 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2003 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Investigating the effects of different game-based learning on the health care knowledge and emotions for middle-aged and older adults
The study explored the effects of gamifying learning materials on the health care knowledge and emotions of middle-aged and older adults. A quasi-experimental research study was conducted to examine the effects of different learning approaches on the health care knowledge and emotional experiences of middle-aged and older adults. A total of 84 people voluntarily participated in this study and were assigned to three treatment groups: board games, …
The role of help-seeking from ChatGPT in digital game-based learning
Instructional Video and GenAI ‐Supported Chatbot in Digital Game‐Based Learning: Influences on Science Learning, Cognitive Load and Game Behaviours
Exploring the effects of cross-cultural collaborating on bilingual digital storytelling on students’ intercultural learning
As intercultural learning has been increasingly regarded as essential in higher education, researchers have promoted it through integration of digital storytelling into cultural exchange activities. However, most studies have focused on the utilization of only one language whereas the effects of multilingual digital storytelling on students’ intercultural learning is understudied. To help bridge this gap, in this study, the effects of creating bi…
Scaffolding vocational high school students’ computational thinking with cognitive and metacognitive prompts in learning about programmable logic controllers
With the rapid development of artificial intelligence in many disciplines, computational thinking (CT) has become an important skill for the 21st century. To promote vocational high school students’ CT skills in learning about programmable logic controllers, this study intended to examine how cognitive and metacognitive prompts separately or together influenced students’ development of CT. The findings revealed that metacognitive prompts signific…
Adaptive scaffolding and engagement in digital game-based learning
STEM education in academic achievement: A meta-analysis of its moderating effects
The purpose of this meta-analysis was to examine the overall effect and impact of moderators in the context of STEM education. This study first summarized previous meta-analysis studies on STEM education and pinpointed gaps in the current literature, such as inconsistent results and the mixed effects of moderators. It also assessed critical features that should be considered in STEM education. The key inclusion criteria were studies on STEM educa…
Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners
Learning a foreign language requires interaction with language input while involved in a task. Given that problem‐based learning (PBL) offers hands‐on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into PBL contexts affects students' motivation for, problem‐solving during, and vocabulary acquisition in l…
The effects of competition in digital game-based learning (DGBL): A meta-analysis
Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation
Robotics education has received an increasing attention in recent years as a means to build students' motivation, team collaboration skills, and other valuable 21st century competencies. Yet there is a lack of experimental studies to investigate and identify strategies to facilitate robotics education. This study adopted a 2 × 2 quasi‐experimental design to investigate two strategies: the incorporation of augmented reality (AR) and the introducti…
An adaptive scaffolding e-learning system for middle school students’ physics learning
This study presents a framework that utilizes cognitive and motivational aspects of learning to design an adaptive scaffolding e-learning system. It addresses scaffolding processes and conditions for designing adaptive scaffolds. The features and effectiveness of this adaptive scaffolding e-learning system are discussed and evaluated. An experiment was conducted within the domain of velocity and acceleration. The results revealed that the adaptiv…
Reflecting on ethics, ethical codes, and relevance in an international instructional technology community
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Reflecting on ethics, ethical codes, and relevance in an international instructional technology community
An adaptive scaffolding e-learning system for middle school students’ physics learning
This study presents a framework that utilizes cognitive and motivational aspects of learning to design an adaptive scaffolding e-learning system. It addresses scaffolding processes and conditions for designing adaptive scaffolds. The features and effectiveness of this adaptive scaffolding e-learning system are discussed and evaluated. An experiment was conducted within the domain of velocity and acceleration. The results revealed that the adaptiv…
The effects of competition in digital game-based learning (DGBL): A meta-analysis
Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation
Robotics education has received an increasing attention in recent years as a means to build students' motivation, team collaboration skills, and other valuable 21st century competencies. Yet there is a lack of experimental studies to investigate and identify strategies to facilitate robotics education. This study adopted a 2 × 2 quasi‐experimental design to investigate two strategies: the incorporation of augmented reality (AR) and the introducti…
Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners
Learning a foreign language requires interaction with language input while involved in a task. Given that problem‐based learning (PBL) offers hands‐on application in realistic contexts, and that virtual reality (VR) enables learners to interact with multiple modalities of information, this study examines how the integration of VR technology into PBL contexts affects students' motivation for, problem‐solving during, and vocabulary acquisition in l…
STEM education in academic achievement: A meta-analysis of its moderating effects
The purpose of this meta-analysis was to examine the overall effect and impact of moderators in the context of STEM education. This study first summarized previous meta-analysis studies on STEM education and pinpointed gaps in the current literature, such as inconsistent results and the mixed effects of moderators. It also assessed critical features that should be considered in STEM education. The key inclusion criteria were studies on STEM educa…
Scaffolding vocational high school students’ computational thinking with cognitive and metacognitive prompts in learning about programmable logic controllers
With the rapid development of artificial intelligence in many disciplines, computational thinking (CT) has become an important skill for the 21st century. To promote vocational high school students’ CT skills in learning about programmable logic controllers, this study intended to examine how cognitive and metacognitive prompts separately or together influenced students’ development of CT. The findings revealed that metacognitive prompts signific…
Adaptive scaffolding and engagement in digital game-based learning
Exploring the effects of cross-cultural collaborating on bilingual digital storytelling on students’ intercultural learning
As intercultural learning has been increasingly regarded as essential in higher education, researchers have promoted it through integration of digital storytelling into cultural exchange activities. However, most studies have focused on the utilization of only one language whereas the effects of multilingual digital storytelling on students’ intercultural learning is understudied. To help bridge this gap, in this study, the effects of creating bi…
Investigating the effects of different game-based learning on the health care knowledge and emotions for middle-aged and older adults
The study explored the effects of gamifying learning materials on the health care knowledge and emotions of middle-aged and older adults. A quasi-experimental research study was conducted to examine the effects of different learning approaches on the health care knowledge and emotional experiences of middle-aged and older adults. A total of 84 people voluntarily participated in this study and were assigned to three treatment groups: board games, …
The role of help-seeking from ChatGPT in digital game-based learning
Instructional Video and GenAI ‐Supported Chatbot in Digital Game‐Based Learning: Influences on Science Learning, Cognitive Load and Game Behaviours
Psychology (12 works) · Mathematics education (11 works) · Computer Science (9 works) · Educational technology (7 works) · Educational Games and Gamification (6 works) · Multimedia (6 works) · Online Learning and Analytics (5 works) · Artificial Intelligence (4 works) · Innovative Teaching and Learning Methods (4 works) · Engineering (3 works)