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Yiran Lin

Biographic Data

ID9715731
NAMEYiran Lin
GIVEN NAMESYiran
FAMILY NAMELin
SIGNATURELIN Y
AFFILIATIONSMcGill University
VERIFIEDNo
TOTAL WORKS3
TOTAL CITATIONS0
WORKS AS AUTHOR3
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2020
LATEST PUBLICATION YEAR2026
H-INDEX0
  • The Effectiveness of Technology Integration in Secondary Mathematics

    Open Access•Yimei Zhang, Jie Gao et al.•ARTICLE•Canadian Journal of Science…•2026

  • Studies on the Digital Inclusion Among Older Adults and the Quality of Life—A Nanjing Example in China

    Open Access•Hui Yang, Hongtu Chen et al.•ARTICLE•Frontiers in Public Health•2022

    Digital inclusion can bridge the digital divide and reduce the social exclusion of older adults, yet it is understudied in China. This research examined factors influencing the digital inclusion of older adults in China and the relationship between digital inclusion and quality of life. Data collected from 312 older people ( M = 69.6 years old) in Nanjing were included in a multinomial logit model to tackle these questions. Their attitudes toward…

  • A Preliminary Study of the Influence of Game Types on the Learning Interests of Primary School Students in Digital Games

    Open Access•Min-Bin Chen, Siou-Ge Wang et al.•ARTICLE•Education Sciences•2020

    Learning is mainly based on the students’ mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such games. Designing educational games to be less complex and more casual makes it easier to balance educ…

No prominent works on this page.

  • A Preliminary Study of the Influence of Game Types on the Learning Interests of Primary School Students in Digital Games

    Open Access•Min-Bin Chen, Siou-Ge Wang et al.•ARTICLE•Education Sciences•2020

    Learning is mainly based on the students’ mental activities. If they can learn spontaneously, it will help increase their interest and the effectiveness of the learning. Learning through playing will make it easier for students to learn spontaneously. The balance between gameplay and education in educational games is a key issue in designing such games. Designing educational games to be less complex and more casual makes it easier to balance educ…

  • Studies on the Digital Inclusion Among Older Adults and the Quality of Life—A Nanjing Example in China

    Open Access•Hui Yang, Hongtu Chen et al.•ARTICLE•Frontiers in Public Health•2022

    Digital inclusion can bridge the digital divide and reduce the social exclusion of older adults, yet it is understudied in China. This research examined factors influencing the digital inclusion of older adults in China and the relationship between digital inclusion and quality of life. Data collected from 312 older people ( M = 69.6 years old) in Nanjing were included in a multinomial logit model to tackle these questions. Their attitudes toward…

  • The Effectiveness of Technology Integration in Secondary Mathematics

    Open Access•Yimei Zhang, Jie Gao et al.•ARTICLE•Canadian Journal of Science…•2026

Computer Science (2 works) · Curriculum (2 works) · Psychology (2 works) · World Wide Web (2 works) · Activities of daily living (1 work) · Activity Theory (1 work) · Aging and Gerontology Research (1 work) · Augmented reality (1 work) · Casual (1 work) · China (1 work)

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