Yu‐Ju Lan
Biographic Data
| ID | 9116041 |
|---|---|
| NAME | Yu‐Ju Lan |
| GIVEN NAMES | Yu‐Ju |
| FAMILY NAME | Lan |
| SIGNATURE | LAN Y J |
| AFFILIATIONS | National Taiwan Normal University |
| ORCID | 0000-0003-0229-5079 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2012 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Designing pedagogical AI agents as digital twins of teachers
Recent advances in generative artificial intelligence (AI) have increased interest in supporting teachers’ meaningful integration of AI into instruction. Pedagogical AI agents (PAIAs) serve as digital twins of teachers, enabling educators to externalize their pedagogical reasoning into scalable AI environments; however, translating instructional intentions into executable AI agents remains a complex challenge. This study investigated teachers’ AI…
Supporting graduate EFL proposal writing through a staged NotebookLM-supported workflow
Exploring the effect of computational thinking levels on students' learning performance, cognition, and behavior when using AI coding assistants
As artificial intelligence coding assistants (AICAs) are increasingly adopted in K–12 coding education, the role of students' computational thinking (CT) levels in the learning process remains under-explored. While existing research focuses on overall outcomes, this study explores the impact of CT levels on students’ learning performance, behavioral patterns, and cognitive patterns to reveal the underlying process-level mechanisms. 78 eighth-grad…
Improving procedural skills for autistic adults in a 3D virtual world through embodied hands-on learning
The study aimed to help adults with autism spectrum disorder (ASD) develop procedural, social, and communication skills by integrating two elements, i.e. procedural tasks and authentic contexts. A two-stage design-based research method was adopted to cyclically confirm and evaluate the functions of a 3D virtual Kanner Support Center in Second Life to achieve this aim. The real-world Kanner Support Center is a training and support center set up by…
The effects of a flipped classroom approach on older adult students’ performance in digital photography
The trend of population aging is accelerating globally, which is resulting in increased attention on the educational needs of older adults. Given the cognitive changes associated with aging, there is a pressing need for innovative teaching strategies that cater to their unique requirements. Although the flipped classroom model has shown positive effects on student engagement and learning outcomes across diverse educational contexts, its efficacy …
Pedagogical agent positioning in external videos improves English academic presentation proficiency in desktop virtual reality settings
English academic presentation (EAP) is an indispensable skill set of academic communication for university students. With the rapid development of desktop virtual reality (DVR), its application in language learning is worth exploring. The present study aimed to examine whether there is an improvement and difference in students' EAP by learning from the DVR with an in‐video pedagogical agent (PA) or an out‐of‐video PA. Adopting a between‐subject e…
The impact of 360° videos on basic Chinese writing
Understanding the Interaction between Technology and the Learner
In our Keynote Article (henceforth KA) we outlined the DLL framework for using cutting-edge digital technologies to enhance second language (L2) learning and representation. L2 is an excellent example for illustrating how the development of emerging technologies may intersect with education due to the complexity and relevant instructional practices involved. Although our KA had much to say about the different types of technologies (e.g., mobile l…
Digital Language Learning (DLL)
How can we leverage digital technologies to enhance language learning and bilingual representation? In this digital era, our theories and practices for the learning and teaching of second languages (L2) have lagged behind the pace of scientific advances and technological innovations. Here we outline the approach of digital language learning (DLL) for L2 acquisition and representation, and provide a theoretical synthesis and analytical framework r…
Designing interaction tasks in Second Life for Chinese as a foreign language learners
The aims of this research were to develop guidelines for designing interaction tasks for learners of Chinese as a foreign language (CFL) and to investigate the attitudes of CFL learners toward a full CFL class in Second Life (SL). Three research questions were addressed in this research: (1) what are the attitudes of CFL learners toward the language learning tasks in SL? (2) what kinds of social interactions emerge from learning activities in a C…
CoCAR
In response to the need to cultivate pre-service Chinese as a foreign language (CFL) teachers' information and communication technology (ICT) competency in online synchronous environments, this research adopted a three-stage cyclical model named cooperation-based cognition, action, and reflection (CoCAR). The model was implemented in an 18-week program to prepare pre-service CFL teachers for online synchronous teaching. A qualitative approach was…
No prominent works on this page.
CoCAR
In response to the need to cultivate pre-service Chinese as a foreign language (CFL) teachers' information and communication technology (ICT) competency in online synchronous environments, this research adopted a three-stage cyclical model named cooperation-based cognition, action, and reflection (CoCAR). The model was implemented in an 18-week program to prepare pre-service CFL teachers for online synchronous teaching. A qualitative approach was…
Designing interaction tasks in Second Life for Chinese as a foreign language learners
The aims of this research were to develop guidelines for designing interaction tasks for learners of Chinese as a foreign language (CFL) and to investigate the attitudes of CFL learners toward a full CFL class in Second Life (SL). Three research questions were addressed in this research: (1) what are the attitudes of CFL learners toward the language learning tasks in SL? (2) what kinds of social interactions emerge from learning activities in a C…
Understanding the Interaction between Technology and the Learner
In our Keynote Article (henceforth KA) we outlined the DLL framework for using cutting-edge digital technologies to enhance second language (L2) learning and representation. L2 is an excellent example for illustrating how the development of emerging technologies may intersect with education due to the complexity and relevant instructional practices involved. Although our KA had much to say about the different types of technologies (e.g., mobile l…
Digital Language Learning (DLL)
How can we leverage digital technologies to enhance language learning and bilingual representation? In this digital era, our theories and practices for the learning and teaching of second languages (L2) have lagged behind the pace of scientific advances and technological innovations. Here we outline the approach of digital language learning (DLL) for L2 acquisition and representation, and provide a theoretical synthesis and analytical framework r…
The impact of 360° videos on basic Chinese writing
Improving procedural skills for autistic adults in a 3D virtual world through embodied hands-on learning
The study aimed to help adults with autism spectrum disorder (ASD) develop procedural, social, and communication skills by integrating two elements, i.e. procedural tasks and authentic contexts. A two-stage design-based research method was adopted to cyclically confirm and evaluate the functions of a 3D virtual Kanner Support Center in Second Life to achieve this aim. The real-world Kanner Support Center is a training and support center set up by…
The effects of a flipped classroom approach on older adult students’ performance in digital photography
The trend of population aging is accelerating globally, which is resulting in increased attention on the educational needs of older adults. Given the cognitive changes associated with aging, there is a pressing need for innovative teaching strategies that cater to their unique requirements. Although the flipped classroom model has shown positive effects on student engagement and learning outcomes across diverse educational contexts, its efficacy …
Pedagogical agent positioning in external videos improves English academic presentation proficiency in desktop virtual reality settings
English academic presentation (EAP) is an indispensable skill set of academic communication for university students. With the rapid development of desktop virtual reality (DVR), its application in language learning is worth exploring. The present study aimed to examine whether there is an improvement and difference in students' EAP by learning from the DVR with an in‐video pedagogical agent (PA) or an out‐of‐video PA. Adopting a between‐subject e…
Designing pedagogical AI agents as digital twins of teachers
Recent advances in generative artificial intelligence (AI) have increased interest in supporting teachers’ meaningful integration of AI into instruction. Pedagogical AI agents (PAIAs) serve as digital twins of teachers, enabling educators to externalize their pedagogical reasoning into scalable AI environments; however, translating instructional intentions into executable AI agents remains a complex challenge. This study investigated teachers’ AI…
Supporting graduate EFL proposal writing through a staged NotebookLM-supported workflow
Exploring the effect of computational thinking levels on students' learning performance, cognition, and behavior when using AI coding assistants
As artificial intelligence coding assistants (AICAs) are increasingly adopted in K–12 coding education, the role of students' computational thinking (CT) levels in the learning process remains under-explored. While existing research focuses on overall outcomes, this study explores the impact of CT levels on students’ learning performance, behavioral patterns, and cognitive patterns to reveal the underlying process-level mechanisms. 78 eighth-grad…
Computer Science (8 works) · Mathematics education (7 works) · Psychology (7 works) · Artificial Intelligence (4 works) · Cognition (4 works) · Innovative Teaching and Learning Methods (3 works) · Multimedia (3 works) · Online Learning and Analytics (3 works) · Virtual Reality Applications and Impacts (3 works) · Chinese as a foreign language (2 works)