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Feng-Kuang Chiang

Biographic Data

ID8988487
NAMEFeng-Kuang Chiang
GIVEN NAMESFeng-Kuang
FAMILY NAMEChiang
SIGNATURECHIANG F
AFFILIATIONSShanghai Jiao Tong University
ORCID0000-0002-6010-6048
VERIFIEDYes
TOTAL WORKS16
TOTAL CITATIONS0
AUTHOR COUNT16
EDITOR COUNT0
FIRST PUBLICATION YEAR2020
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Integrating generative artificial intelligence into medical education: Effects of prompt instruction on self-directed learning

    Open Access•Qinglin Zhang, Guangjie Chen et al.•ARTICLE•Interactive Learning Environments•2026

    Generative Artificial Intelligence (GenAI) is increasingly used to support self-directed learning (SDL) in medical education, but limited research has examined how prompt instruction structures medical students’ interactions with GenAI. This study integrated GenAI into Sawatzky’s SDL framework and examined the effects of prompt instruction on SDL processes and learning outcomes. A 10-week quasi-experimental study was conducted with 306 medical st…

  • Effects of Participation in Educational Robotics Competitions From the Parent's Perspective: A Mixed‐Methods Study

    Open Access•Wenhao Yu, Yiyang You et al.•ARTICLE•Journal of Computer Assisted…•2025

  • A study on the influence of learning space on students' intrinsic learning motivation

    Open Access•Hui Chen, Jie Chen et al.•ARTICLE•European Journal of Education•2024

    Following the continuous reform and innovation of classroom teaching methods and pedagogy in higher education, the support provided by traditional classrooms for new classes seems to be insufficient. Empirical exploration into the impact of learning spaces on student learning motivation, particularly in terms of how and to what extent, has been limited. This study focuses on student intrinsic learning motivation as the dependent variable and cons…

  • Meta‐analysis of the effect of 360‐degree videos on students' learning outcomes and non‐cognitive outcomes

    Open Access•Zhujun Jiang, Yicong Zhang et al.•ARTICLE•British Journal of Educational…•2024

    A 360‐degree video offers a novel visual experience for education. This immersive experience not only amplifies students' engagement and curiosity but also assists them in delving into and comprehending intricate concepts from a multitude of viewpoints. Given its novelty, there is a relative shortage of studies on 360‐degree video's overall effectiveness in education. This study conducted a meta‐analysis of 49 peer‐reviewed articles. Utilizing a …

  • Taking the Challenge: An Exploratory Study of the Challenge-Based Learning Context in Higher Education Institutions across Three Different Continents

    Open Access•Antoine van den Beemt, Patricia Vázquez‐Villegas et al.•ARTICLE•Education Sciences•2023

    Teaching by subjects and contents where students passively receive knowledge is increasingly obsolete. Universities are opting for teaching strategies supporting skills development to face the labor, social, environmental, and economic conditions afflicting us. Employers demand increasingly complex skills; universities have identified experiential learning as giving access to real situations and learning by doing. One of the most advanced strateg…

  • Effects of the world robot Olympiad on the students who participate: A qualitative study

    Feng-Kuang Chiang, Yan-Qiu Liu et al.•ARTICLE•Interactive Learning Environments•2023

    Educational robots have been widely used in STEM education because they are operable and programmable. Robotics competitions for primary- and secondary-school students are becoming increasingly popular. The World Robot Olympiad (WRO) is an international robotics competition; each group of participants builds a robot with LEGO based on a challenge proposed by the WRO. In this study, the researchers interviewed 47 participants (19 parents, 17 stude…

  • A quasi-experimental study on the influence of different media scaffolds toward physics problem-solving processes

    Guangtian Zhu, Xiaoling Su et al.•ARTICLE•Interactive Learning Environments•2023

    Physics is a subject requiring strong logical thinking, and writing a problem-solving path according to logical thinking can enhance students’ knowledge and problem-solving ability. The purpose of the study was to explore the effects of problem presentation of different scaffolds (MAPS or dynamic figures) on students’ physical problem solving. MAPS scaffold is a modeling applied to problem-solving pedagogy. The study adopts a quasi-experimental d…

  • Effectiveness of keyboard-based English vocabulary practice application on vocational school students

    Zhenhua Wu, Feng-Kuang Chiang•ARTICLE•Interactive Learning Environments•2023

    Although computer-assisted vocabulary acquisition tools have been widely applied to English as a foreign language learning, the kinesthetic and tactile potential of such tools has not been fully utilized. Embodied cognition suggested that the change of practice modality (from handwriting to keyboarding), involves different sensory-motor experiences and arguably influences language learning result. The present study is a quasi-experiment investiga…

  • Cross-cultural social contexts: A comparison of Chinese and US students’ experiences in active learning classrooms

    Feng-Kuang Chiang, Dennis Brooks et al.•ARTICLE•Interactive Learning Environments•2023

    Active learning classrooms (ALCs) have been demonstrated to have significant and positive impacts on student learning experiences, student learning outcomes, and instructor and student behavior compared to traditional classrooms. The social context of a classroom – levels of student–student and student–instructor interaction – has been demonstrated to partially explain the effects ALCs have on students and instructors. This research is the first …

  • Effects of robotics STEM camps on rural elementary students’ self-efficacy and computational thinking

    Open Access•Xiaojing Shang, Zhujun Jiang et al.•ARTICLE•Educational Technology Research…•2023

  • Design and Evaluation of a Board Game in Food and Nutrition Education

    Open Access•Feng-Kuang Chiang, Shan Wang et al.•ARTICLE•Education Sciences•2022

    The outbreak of the COVID-19 pandemic has caused increasing concern over health care, part of which involves the role of nutrition. In this study, a nutrition educational board game, featuring quantitative computation, was designed to help students acquire nutrition knowledge and improve dietary behaviors. A group of 22 students in grade 7 of a middle school in Beijing were selected as the participants. A single-group pre- and post-test quasi-exp…

  • Augmented reality in vocational training: A systematic review of research and applications

    Open Access•Feng-Kuang Chiang, Xiaojing Shang et al.•ARTICLE•Computers in Human Behavior•2022

  • A systematic review of academic dishonesty in online learning environments

    Open Access•Feng-Kuang Chiang, Dan Zhu et al.•ARTICLE•Journal of Computer Assisted…•2022

  • Flipping a classroom with a three-stage collaborative instructional model (3-CI) for graduate students

    Open Access•Feng-Kuang Chiang, Zhenhua Wu•ARTICLE•Australasian Journal of…•2021

    The flipped classroom is an innovative and increasingly popular pedagogical approach in higher education. It emphasises student learning responsibility, deeper learning, differentiated instruction and more efficient use of class time. However, despite its increasing popularity across disciplines, few studies have elaborated on strategies for implementing a flipped classroom beyond its essential elements. The present study thus proposed a three-st…

  • AI and robotics in reshaping the dynamics of learning

    Open Access•Hsiu-Ping Yueh, Feng-Kuang Chiang•ARTICLE•British Journal of Educational…•2020

  • Integrating novel engineering strategies into STEM education: APP design and an assessment of engineering‐related attitudes

    Open Access•Liyan Wang, Feng-Kuang Chiang•ARTICLE•British Journal of Educational…•2020

    Science, technology, engineering, and mathematics (STEM) education has become an international priority. STEM education provides students with interdisciplinary knowledge and promotes the cultivation of high‐level skills. However, STEM training opportunities for teachers are rare, which results in fewer opportunities for primary and secondary students to receive high‐quality engineering education. Novel Engineering is an innovative strategy to in…

No prominent works on this page.

  • AI and robotics in reshaping the dynamics of learning

    Open Access•Hsiu-Ping Yueh, Feng-Kuang Chiang•ARTICLE•British Journal of Educational…•2020

  • Integrating novel engineering strategies into STEM education: APP design and an assessment of engineering‐related attitudes

    Open Access•Liyan Wang, Feng-Kuang Chiang•ARTICLE•British Journal of Educational…•2020

    Science, technology, engineering, and mathematics (STEM) education has become an international priority. STEM education provides students with interdisciplinary knowledge and promotes the cultivation of high‐level skills. However, STEM training opportunities for teachers are rare, which results in fewer opportunities for primary and secondary students to receive high‐quality engineering education. Novel Engineering is an innovative strategy to in…

  • Flipping a classroom with a three-stage collaborative instructional model (3-CI) for graduate students

    Open Access•Feng-Kuang Chiang, Zhenhua Wu•ARTICLE•Australasian Journal of…•2021

    The flipped classroom is an innovative and increasingly popular pedagogical approach in higher education. It emphasises student learning responsibility, deeper learning, differentiated instruction and more efficient use of class time. However, despite its increasing popularity across disciplines, few studies have elaborated on strategies for implementing a flipped classroom beyond its essential elements. The present study thus proposed a three-st…

  • Design and Evaluation of a Board Game in Food and Nutrition Education

    Open Access•Feng-Kuang Chiang, Shan Wang et al.•ARTICLE•Education Sciences•2022

    The outbreak of the COVID-19 pandemic has caused increasing concern over health care, part of which involves the role of nutrition. In this study, a nutrition educational board game, featuring quantitative computation, was designed to help students acquire nutrition knowledge and improve dietary behaviors. A group of 22 students in grade 7 of a middle school in Beijing were selected as the participants. A single-group pre- and post-test quasi-exp…

  • Augmented reality in vocational training: A systematic review of research and applications

    Open Access•Feng-Kuang Chiang, Xiaojing Shang et al.•ARTICLE•Computers in Human Behavior•2022

  • A systematic review of academic dishonesty in online learning environments

    Open Access•Feng-Kuang Chiang, Dan Zhu et al.•ARTICLE•Journal of Computer Assisted…•2022

  • Taking the Challenge: An Exploratory Study of the Challenge-Based Learning Context in Higher Education Institutions across Three Different Continents

    Open Access•Antoine van den Beemt, Patricia Vázquez‐Villegas et al.•ARTICLE•Education Sciences•2023

    Teaching by subjects and contents where students passively receive knowledge is increasingly obsolete. Universities are opting for teaching strategies supporting skills development to face the labor, social, environmental, and economic conditions afflicting us. Employers demand increasingly complex skills; universities have identified experiential learning as giving access to real situations and learning by doing. One of the most advanced strateg…

  • Effects of the world robot Olympiad on the students who participate: A qualitative study

    Feng-Kuang Chiang, Yan-Qiu Liu et al.•ARTICLE•Interactive Learning Environments•2023

    Educational robots have been widely used in STEM education because they are operable and programmable. Robotics competitions for primary- and secondary-school students are becoming increasingly popular. The World Robot Olympiad (WRO) is an international robotics competition; each group of participants builds a robot with LEGO based on a challenge proposed by the WRO. In this study, the researchers interviewed 47 participants (19 parents, 17 stude…

  • A quasi-experimental study on the influence of different media scaffolds toward physics problem-solving processes

    Guangtian Zhu, Xiaoling Su et al.•ARTICLE•Interactive Learning Environments•2023

    Physics is a subject requiring strong logical thinking, and writing a problem-solving path according to logical thinking can enhance students’ knowledge and problem-solving ability. The purpose of the study was to explore the effects of problem presentation of different scaffolds (MAPS or dynamic figures) on students’ physical problem solving. MAPS scaffold is a modeling applied to problem-solving pedagogy. The study adopts a quasi-experimental d…

  • Effectiveness of keyboard-based English vocabulary practice application on vocational school students

    Zhenhua Wu, Feng-Kuang Chiang•ARTICLE•Interactive Learning Environments•2023

    Although computer-assisted vocabulary acquisition tools have been widely applied to English as a foreign language learning, the kinesthetic and tactile potential of such tools has not been fully utilized. Embodied cognition suggested that the change of practice modality (from handwriting to keyboarding), involves different sensory-motor experiences and arguably influences language learning result. The present study is a quasi-experiment investiga…

  • Cross-cultural social contexts: A comparison of Chinese and US students’ experiences in active learning classrooms

    Feng-Kuang Chiang, Dennis Brooks et al.•ARTICLE•Interactive Learning Environments•2023

    Active learning classrooms (ALCs) have been demonstrated to have significant and positive impacts on student learning experiences, student learning outcomes, and instructor and student behavior compared to traditional classrooms. The social context of a classroom – levels of student–student and student–instructor interaction – has been demonstrated to partially explain the effects ALCs have on students and instructors. This research is the first …

  • Effects of robotics STEM camps on rural elementary students’ self-efficacy and computational thinking

    Open Access•Xiaojing Shang, Zhujun Jiang et al.•ARTICLE•Educational Technology Research…•2023

  • A study on the influence of learning space on students' intrinsic learning motivation

    Open Access•Hui Chen, Jie Chen et al.•ARTICLE•European Journal of Education•2024

    Following the continuous reform and innovation of classroom teaching methods and pedagogy in higher education, the support provided by traditional classrooms for new classes seems to be insufficient. Empirical exploration into the impact of learning spaces on student learning motivation, particularly in terms of how and to what extent, has been limited. This study focuses on student intrinsic learning motivation as the dependent variable and cons…

  • Meta‐analysis of the effect of 360‐degree videos on students' learning outcomes and non‐cognitive outcomes

    Open Access•Zhujun Jiang, Yicong Zhang et al.•ARTICLE•British Journal of Educational…•2024

    A 360‐degree video offers a novel visual experience for education. This immersive experience not only amplifies students' engagement and curiosity but also assists them in delving into and comprehending intricate concepts from a multitude of viewpoints. Given its novelty, there is a relative shortage of studies on 360‐degree video's overall effectiveness in education. This study conducted a meta‐analysis of 49 peer‐reviewed articles. Utilizing a …

  • Effects of Participation in Educational Robotics Competitions From the Parent's Perspective: A Mixed‐Methods Study

    Open Access•Wenhao Yu, Yiyang You et al.•ARTICLE•Journal of Computer Assisted…•2025

  • Integrating generative artificial intelligence into medical education: Effects of prompt instruction on self-directed learning

    Open Access•Qinglin Zhang, Guangjie Chen et al.•ARTICLE•Interactive Learning Environments•2026

    Generative Artificial Intelligence (GenAI) is increasingly used to support self-directed learning (SDL) in medical education, but limited research has examined how prompt instruction structures medical students’ interactions with GenAI. This study integrated GenAI into Sawatzky’s SDL framework and examined the effects of prompt instruction on SDL processes and learning outcomes. A 10-week quasi-experimental study was conducted with 306 medical st…

Psychology (13 works) · Computer Science (11 works) · Mathematics education (10 works) · Pedagogy (6 works) · Teaching and Learning Programming (5 works) · Artificial Intelligence (4 works) · Medical education (4 works) · Medicine (4 works) · Biomedical and Engineering Education (3 works) · China (3 works)

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