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Ching‐Huei Chen

Biographic Data

ID6770106
NAMEChing‐Huei Chen
GIVEN NAMESChing‐Huei
FAMILY NAMEChen
SIGNATURECHEN C H
AFFILIATIONSNational Changhua University of Education
ORCID0000-0001-9697-3752
VERIFIEDYes
TOTAL WORKS12
TOTAL CITATIONS0
AUTHOR COUNT12
EDITOR COUNT0
FIRST PUBLICATION YEAR2003
LATEST PUBLICATION YEAR2025
H-INDEX0
  • Investigating the effects of different game-based learning on the health care knowledge and emotions for middle-aged and older adults

    Wen-Yi Hsiao, Ching‐Huei Chen et al.•ARTICLE•Interactive Learning Environments•2025

    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

    Open Access•Ching‐Huei Chen, Victor Law•ARTICLE•Educational Technology Research…•2025

  • Instructional Video and GenAI ‐Supported Chatbot in Digital Game‐Based Learning: Influences on Science Learning, Cognitive Load and Game Behaviours

    Open Access•Kun Huang, Ching‐Huei Chen•ARTICLE•Journal of Computer Assisted…•2025

  • Exploring the effects of cross-cultural collaborating on bilingual digital storytelling on students’ intercultural learning

    Cheng-Yueh Jao, Ching‐Huei Chen et al.•ARTICLE•Interactive Learning Environments•2024

    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

    Ching‐Huei Chen, Tung-Kai Liu et al.•ARTICLE•Journal of Research on Technology…•2023

    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

    Open Access•Ching‐Huei Chen, Victor Law et al.•ARTICLE•Educational Technology Research…•2023

  • STEM education in academic achievement: A meta-analysis of its moderating effects

    Shu-Hsuan Chang, Lee-Jen Yang et al.•ARTICLE•Interactive Learning Environments•2022

    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

    Open Access•Ching‐Huei Chen, Hsiu‐Ting Hung et al.•ARTICLE•Journal of Computer Assisted…•2021

    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

    Open Access•Ching‐Huei Chen, Ching-Huei Chen et al.•ARTICLE•Educational Technology Research…•2020

  • Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation

    Open Access•Ching‐Huei Chen, Chin‐Kun Yang et al.•ARTICLE•Journal of Computer Assisted…•2020

    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

    Open Access•Ching‐Huei Chen, Ching-Huei Chen•ARTICLE•Australasian Journal of…•2014

    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

    Open Access•Amy C Bradshaw, Christopher O Keller et al.•ARTICLE•TechTrends•2003•References: 3

No prominent works on this page.

  • Reflecting on ethics, ethical codes, and relevance in an international instructional technology community

    Open Access•Amy C Bradshaw, Christopher O Keller et al.•ARTICLE•TechTrends•2003•References: 3

  • An adaptive scaffolding e-learning system for middle school students’ physics learning

    Open Access•Ching‐Huei Chen, Ching-Huei Chen•ARTICLE•Australasian Journal of…•2014

    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

    Open Access•Ching‐Huei Chen, Ching-Huei Chen et al.•ARTICLE•Educational Technology Research…•2020

  • Augmented reality and competition in robotics education: Effects on 21st century competencies, group collaboration and learning motivation

    Open Access•Ching‐Huei Chen, Chin‐Kun Yang et al.•ARTICLE•Journal of Computer Assisted…•2020

    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

    Open Access•Ching‐Huei Chen, Hsiu‐Ting Hung et al.•ARTICLE•Journal of Computer Assisted…•2021

    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

    Shu-Hsuan Chang, Lee-Jen Yang et al.•ARTICLE•Interactive Learning Environments•2022

    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

    Ching‐Huei Chen, Tung-Kai Liu et al.•ARTICLE•Journal of Research on Technology…•2023

    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

    Open Access•Ching‐Huei Chen, Victor Law et al.•ARTICLE•Educational Technology Research…•2023

  • Exploring the effects of cross-cultural collaborating on bilingual digital storytelling on students’ intercultural learning

    Cheng-Yueh Jao, Ching‐Huei Chen et al.•ARTICLE•Interactive Learning Environments•2024

    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

    Wen-Yi Hsiao, Ching‐Huei Chen et al.•ARTICLE•Interactive Learning Environments•2025

    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

    Open Access•Ching‐Huei Chen, Victor Law•ARTICLE•Educational Technology Research…•2025

  • Instructional Video and GenAI ‐Supported Chatbot in Digital Game‐Based Learning: Influences on Science Learning, Cognitive Load and Game Behaviours

    Open Access•Kun Huang, Ching‐Huei Chen•ARTICLE•Journal of Computer Assisted…•2025

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)

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