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Max Yue-Feng Wang

Biographic Data

ID9502915
NAMEMax Yue-Feng Wang
GIVEN NAMESMax Yue-Feng
FAMILY NAMEWang
SIGNATUREWANG M Y
AFFILIATIONSMarketing, the Pennsylvania State University, State College, PA, USA
ORCID0009-0002-4753-0482
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS0
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2025
LATEST PUBLICATION YEAR2026
H-INDEX0
  • Gamified Language Learning: The Impact of Role-Playing Games on Beginner Japanese Acquisition

    Open Access•Y Wang, Yi-Fan Wang et al.•ARTICLE•Language Teaching Research•2026

    This study examined the effectiveness of Nihongo Quest, a theory-driven role-playing game (RPG) developed for beginner learners of Japanese. Sixty undergraduate students participated in an eight-week quasi-experimental study comparing a game-based learning (GBL) condition with a traditional textbook-based condition. Results indicated that participants in the GBL group demonstrated significantly greater gains in vocabulary ( d = 1.45) and grammar …

  • Interactive SBOT for Health Education and Active Living

    Open Access•Yifan Wang, Yi-Fan Wang et al.•ARTICLE•Health Education & Behavior•2026

    Physical inactivity is a global health issue contributing to chronic conditions like obesity and cardiovascular diseases, with regular exercise often hindered by sedentary lifestyles and aging populations. This study introduces SBOT, a gamification-driven chatbot that combines personalized exercise guidance with engaging features, such as challenges and rewards, to promote physical activity (PA). The aim is to evaluate SBOT’s impact on improving …

  • Medilegacy: A gamified platform for enhancing medical terminology learning through engagement and retention

    Open Access•Y Wang, Yi-Fan Wang et al.•ARTICLE•Health Education Journal•2026

    Objective: This study developed and evaluated MEDILEGACY, a gamified learning platform designed to improve medical terminology education by enhancing knowledge retention and learner motivation. Method: A randomised controlled trial with 68 nursing and medical students compared MEDILEGACY with a traditional textbook-based study over 4 weeks. Learning outcomes were assessed with a 30-item multiple-choice test, while usability and engagement were ev…

  • Enhancing phonetic accuracy through chatbot-assisted language learning

    Open Access•Yi-Fan Wang, Mei‐Hua Hsu et al.•ARTICLE•Educational Technology Research…•2025

  • Gamified mobile learning: An escape room chatbot to enhance medical terminology acquisition

    Open Access•Yifan Wang, Yi-Fan Wang et al.•ARTICLE•Health Education Journal•2025

    Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims to enhance medical students’ learning outcomes by making the vocabulary memorization process more imm…

No prominent works on this page.

  • Enhancing phonetic accuracy through chatbot-assisted language learning

    Open Access•Yi-Fan Wang, Mei‐Hua Hsu et al.•ARTICLE•Educational Technology Research…•2025

  • Gamified mobile learning: An escape room chatbot to enhance medical terminology acquisition

    Open Access•Yifan Wang, Yi-Fan Wang et al.•ARTICLE•Health Education Journal•2025

    Objective: The medical terminology escape room game (MTEG) is a chatbot designed for gamified education that aims to transform memorizing complex medical terminology into an enjoyable experience for medical students. By combining elements of ARCS (Attention, Relevance, Confidence and Satisfaction) theory with escape room adventures, the MTEG aims to enhance medical students’ learning outcomes by making the vocabulary memorization process more imm…

  • Gamified Language Learning: The Impact of Role-Playing Games on Beginner Japanese Acquisition

    Open Access•Y Wang, Yi-Fan Wang et al.•ARTICLE•Language Teaching Research•2026

    This study examined the effectiveness of Nihongo Quest, a theory-driven role-playing game (RPG) developed for beginner learners of Japanese. Sixty undergraduate students participated in an eight-week quasi-experimental study comparing a game-based learning (GBL) condition with a traditional textbook-based condition. Results indicated that participants in the GBL group demonstrated significantly greater gains in vocabulary ( d = 1.45) and grammar …

  • Interactive SBOT for Health Education and Active Living

    Open Access•Yifan Wang, Yi-Fan Wang et al.•ARTICLE•Health Education & Behavior•2026

    Physical inactivity is a global health issue contributing to chronic conditions like obesity and cardiovascular diseases, with regular exercise often hindered by sedentary lifestyles and aging populations. This study introduces SBOT, a gamification-driven chatbot that combines personalized exercise guidance with engaging features, such as challenges and rewards, to promote physical activity (PA). The aim is to evaluate SBOT’s impact on improving …

  • Medilegacy: A gamified platform for enhancing medical terminology learning through engagement and retention

    Open Access•Y Wang, Yi-Fan Wang et al.•ARTICLE•Health Education Journal•2026

    Objective: This study developed and evaluated MEDILEGACY, a gamified learning platform designed to improve medical terminology education by enhancing knowledge retention and learner motivation. Method: A randomised controlled trial with 68 nursing and medical students compared MEDILEGACY with a traditional textbook-based study over 4 weeks. Learning outcomes were assessed with a 30-item multiple-choice test, while usability and engagement were ev…

Educational Games and Gamification (3 works) · Psychology (3 works) · AI in Service Interactions (2 works) · Chatbot (2 works) · Computer Science (2 works) · Language acquisition (2 works) · Medicine (2 works) · Terminology (2 works) · Applied Psychology (1 works) · Artificial Intelligence (1 works)

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