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Shao-Chen Chang

Biographic Data

ID9611348
NAMEShao-Chen Chang
GIVEN NAMESShao-Chen
FAMILY NAMEChang
SIGNATURECHANG S
AFFILIATIONSYuan Ze University
VERIFIEDNo
TOTAL WORKS10
TOTAL CITATIONS0
AUTHOR COUNT10
EDITOR COUNT0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2024
H-INDEX0
  • Effects of integrating maternity VR-based situated learning into professional training on students’ learning performances

    Ching‐Yi Chang, Patcharin Panjaburee et al.•ARTICLE•Interactive Learning Environments•2024

    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

    Hsin-Yi Liang, Hsin‐Yi Liang et al.•ARTICLE•Interactive Learning Environments•2023

    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

    Chin-Yu Chen, Shao‐Chen Chang et al.•ARTICLE•Interactive Learning Environments•2023

    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

    Hsin Huang, Gwo-Jen Hwang et al.•ARTICLE•Interactive Learning Environments•2023

    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

    Open Access•Di Chang, Gwo-Jen Hwang et al.•ARTICLE•Educational Technology Research…•2021

  • An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency

    Open Access•Jian-Wen Fang, Shao‐Chen Chang et al.•ARTICLE•Educational Technology Research…•2021

  • Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course

    Open Access•Jia‐Hua Zhao, Jiahua Zhao et al.•ARTICLE•Educational Technology Research…•2021

  • Integration of the peer assessment approach with a virtual reality design system for learning earth science

    Open Access•Shao‐Chen Chang, Shao-Chen Chang et al.•ARTICLE•Computers & Education•2020

  • How to learn and how to teach computational thinking

    Open Access•Ting-Chia Hsu, Shao‐Chen Chang et al.•ARTICLE•Computers & Education•2018

  • Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions

    Open Access•Shao‐Chen Chang, Shao-Chen Chang et al.•ARTICLE•Computers & Education•2018

No prominent works on this page.

  • How to learn and how to teach computational thinking

    Open Access•Ting-Chia Hsu, Shao‐Chen Chang et al.•ARTICLE•Computers & Education•2018

  • Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions

    Open Access•Shao‐Chen Chang, Shao-Chen Chang et al.•ARTICLE•Computers & Education•2018

  • Integration of the peer assessment approach with a virtual reality design system for learning earth science

    Open Access•Shao‐Chen Chang, Shao-Chen Chang et al.•ARTICLE•Computers & Education•2020

  • Promoting students’ cross-disciplinary performance and higher order thinking

    Open Access•Di Chang, Gwo-Jen Hwang et al.•ARTICLE•Educational Technology Research…•2021

  • An online collaborative peer-assessment approach to strengthening pre-service teachers’ digital content development competence and higher-order thinking tendency

    Open Access•Jian-Wen Fang, Shao‐Chen Chang et al.•ARTICLE•Educational Technology Research…•2021

  • Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course

    Open Access•Jia‐Hua Zhao, Jiahua Zhao et al.•ARTICLE•Educational Technology Research…•2021

  • A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums

    Hsin-Yi Liang, Hsin‐Yi Liang et al.•ARTICLE•Interactive Learning Environments•2023

    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

    Chin-Yu Chen, Shao‐Chen Chang et al.•ARTICLE•Interactive Learning Environments•2023

    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

    Hsin Huang, Gwo-Jen Hwang et al.•ARTICLE•Interactive Learning Environments•2023

    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

    Ching‐Yi Chang, Patcharin Panjaburee et al.•ARTICLE•Interactive Learning Environments•2024

    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)

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