Chu-Yang Chang
Biographic Data
| ID | 9257845 |
|---|---|
| NAME | Chu-Yang Chang |
| GIVEN NAMES | Chu-Yang |
| FAMILY NAME | Chang |
| SIGNATURE | CHANG C |
| AFFILIATIONS | Manchester Institute of Education, The University of Manchester, Manchester, U.K. |
| ORCID | 0000-0002-7155-5279 |
| VERIFIED | Yes |
| TOTAL WORKS | 3 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 3 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
The Relationship Between Attitudes Toward Authority and Innovative Behavior in Adolescents: The Mediating Roles of Social Support and Perspective Taking
Parents and teachers are significant authority figures that substantially impact adolescents' psychological and cognitive development, including their creativity. The current study investigated the relationship between adolescents' attitudes toward authority (parents and teachers) and innovative behavior and examined the mediating effects of social support and perspective taking. According to attachment theory, adolescents' attitudes toward autho…
Investigating the Impact of Design Thinking-Based STEAM PBL on Students’ Creativity and Computational Thinking
Contribution: This study represents the first systematic attempt to develop Science, Technology, Engineering, Arts, and Mathematics (STEAM) integrated project-based learning (PBL) as a transdisciplinary teaching method for fostering students’ creativity and computational thinking (CT) skills. Background: With the growing importance of creativity and CT skills in the modern world, there is a need for innovative teaching methods that can effectivel…
Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement
Digital and physical escape rooms have been suggested as practical and effective approaches to game-based learning and have recently gained momentum. The deficit of scholarly works that simultaneously implement both types of escape rooms legitimizes this study’s significance and appropriateness. The researchers systematically combined digital and physical escape rooms and integrated them into fifth-grade science lessons (experimental group N = 22…
No prominent works on this page.
Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement
Digital and physical escape rooms have been suggested as practical and effective approaches to game-based learning and have recently gained momentum. The deficit of scholarly works that simultaneously implement both types of escape rooms legitimizes this study’s significance and appropriateness. The researchers systematically combined digital and physical escape rooms and integrated them into fifth-grade science lessons (experimental group N = 22…
Investigating the Impact of Design Thinking-Based STEAM PBL on Students’ Creativity and Computational Thinking
Contribution: This study represents the first systematic attempt to develop Science, Technology, Engineering, Arts, and Mathematics (STEAM) integrated project-based learning (PBL) as a transdisciplinary teaching method for fostering students’ creativity and computational thinking (CT) skills. Background: With the growing importance of creativity and CT skills in the modern world, there is a need for innovative teaching methods that can effectivel…
The Relationship Between Attitudes Toward Authority and Innovative Behavior in Adolescents: The Mediating Roles of Social Support and Perspective Taking
Parents and teachers are significant authority figures that substantially impact adolescents' psychological and cognitive development, including their creativity. The current study investigated the relationship between adolescents' attitudes toward authority (parents and teachers) and innovative behavior and examined the mediating effects of social support and perspective taking. According to attachment theory, adolescents' attitudes toward autho…
Psychology (3 works) · Computer Science (2 works) · Creativity (2 works) · Fluency (2 works) · Mathematics education (2 works) · Originality (2 works) · Social Psychology (2 works) · Teaching and Learning Programming (2 works) · Academic achievement (1 works) · Biomedical and Engineering Education (1 works)