Shao-Chen Chang
Biographic Data
| ID | 9611348 |
|---|---|
| NAME | Shao-Chen Chang |
| GIVEN NAMES | Shao-Chen |
| FAMILY NAME | Chang |
| SIGNATURE | CHANG S |
| AFFILIATIONS | Yuan Ze University |
| VERIFIED | No |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2018 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
Effects of integrating maternity VR-based situated learning into professional training on students’ learning performances
Educators have recognized the importance of providing a realistic learning environment which helps learners to not only comprehend learning content, but also to link the content to practical problems. Such an environment can hence foster problem-solving skills in nursing training. However, when learners interact in a virtual environment with rich learning resources, they might encounter difficulties if there is a lack of proper guidance, clinical…
A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums
In the past decades, collaborative game-based learning has been used to facilitate students’ learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students’ learning performance and motivation, unequal participation could negatively influence the learning effectiveness of collaborative learning. To this end, this study developed a mandatory contribution-based collaborative gami…
Facilitating EFL learners’ active behaviors in speaking
Speaking is a challenge for most English learners owing to the lack of practicing environments and partners. The virtual reality (VR) technology has changed this situation by providing learners with rich opportunities for practice. In VR-based practicing environments, peer tutoring is a common strategy for promoting peer assistance. However, in conventional VR-based learning, students may merely follow the guidelines and content provided by the t…
Facilitating decision making in authentic contexts
Facilitating decision making in authentic contexts is an important educational objective of professional training. To enable learners to have more opportunities to practice in authentic contexts under the guidance of instructors, the flipped learning mode of shifting the lectures to be the pre-class activity with the presentation of digital media has gradually been receiving attention. However, the conventional flipped learning mostly uses videos…
Promoting students’ cross-disciplinary performance and higher order thinking
An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
Integration of the peer assessment approach with a virtual reality design system for learning earth science
How to learn and how to teach computational thinking
Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions
No prominent works on this page.
How to learn and how to teach computational thinking
Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions
Integration of the peer assessment approach with a virtual reality design system for learning earth science
Promoting students’ cross-disciplinary performance and higher order thinking
An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency
Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course
A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums
In the past decades, collaborative game-based learning has been used to facilitate students’ learning in authentic learning contexts. Although several previous studies have reported the potential of this approach for students’ learning performance and motivation, unequal participation could negatively influence the learning effectiveness of collaborative learning. To this end, this study developed a mandatory contribution-based collaborative gami…
Facilitating EFL learners’ active behaviors in speaking
Speaking is a challenge for most English learners owing to the lack of practicing environments and partners. The virtual reality (VR) technology has changed this situation by providing learners with rich opportunities for practice. In VR-based practicing environments, peer tutoring is a common strategy for promoting peer assistance. However, in conventional VR-based learning, students may merely follow the guidelines and content provided by the t…
Facilitating decision making in authentic contexts
Facilitating decision making in authentic contexts is an important educational objective of professional training. To enable learners to have more opportunities to practice in authentic contexts under the guidance of instructors, the flipped learning mode of shifting the lectures to be the pre-class activity with the presentation of digital media has gradually been receiving attention. However, the conventional flipped learning mostly uses videos…
Effects of integrating maternity VR-based situated learning into professional training on students’ learning performances
Educators have recognized the importance of providing a realistic learning environment which helps learners to not only comprehend learning content, but also to link the content to practical problems. Such an environment can hence foster problem-solving skills in nursing training. However, when learners interact in a virtual environment with rich learning resources, they might encounter difficulties if there is a lack of proper guidance, clinical…
Computer Science (10 works) · Mathematics education (9 works) · Psychology (9 works) · Educational technology (6 works) · Teaching method (6 works) · Innovative Teaching Methods (4 works) · Multimedia (4 works) · Cooperative learning (3 works) · Experiential learning (3 works) · Flipped Classroom (3 works)