Max Yue-Feng Wang
Biographic Data
| ID | 9502915 |
|---|---|
| NAME | Max Yue-Feng Wang |
| GIVEN NAMES | Max Yue-Feng |
| FAMILY NAME | Wang |
| SIGNATURE | WANG M Y |
| AFFILIATIONS | Marketing, the Pennsylvania State University, State College, PA, USA |
| ORCID | 0009-0002-4753-0482 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2025 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Gamified Language Learning: The Impact of Role-Playing Games on Beginner Japanese Acquisition
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
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
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
Gamified mobile learning: An escape room chatbot to enhance medical terminology acquisition
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
Gamified mobile learning: An escape room chatbot to enhance medical terminology acquisition
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
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
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
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)