張韶宸老師

姓  名: 張韶宸

電子郵件: Email住址會使用灌水程式保護機制。你需要啟動Javascript才能觀看它

聯絡方式: 研究室:61007
分機號碼:2637
職  稱: 助理教授

最高學歷: 2017國立台灣科技大學 應用科技研究所 博士
2012東吳大學資訊管理研究所 碩士
2010世新大學資訊管理學系 學士
研究領域: 數位學習、行動學習、遊戲式學習、擴增實境/虛擬實境、學習歷程分析
重要著作:

期刊論文

  • Hwang, G. J., & Chang, S. C. (2020) Facilitating knowledge construction in mobile learning contexts: A bi‐directional peer‐assessment approach. British Journal of Educational Technology. doi:doi.org/10.1111/bjet.13001
  • Yang, Q. F., Chang, S. C., Hwang, G. J., & Zou, D. (2020). Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors. Computers & Education. doi:doi.org/10.1016/j.compedu.2020.103808
  • Chang, S. C., Hsu, T. C., & Jong, M. S. Y. (2020). Integration of the peer assessment approach with a virtual reality design system for learning earth science. Computers & Education. doi: doi.org/10.1016/j.compedu.2019.103758
  • Lee, S. Y., Wang, T. J., Hwang, G. J., & Chang, S. C. (2019). Effects of the Use of Interactive E-Books by Intensive Care Unit Patients & Family Members: Anxiety, Learning Performances and Perceptions. British Journal of Educational Technology. 50(2), 888-901.
  • Chang, S. C., Hsu, T. C., Kuo, W. C., & Jong, M. S. Y. (2019). Effects of applying a VR‐based two‐tier test strategy to promote elementary students’ learning performance in a Geology class. British Journal of Educational Technology, 51(1), 148-165.
  • Chang, S. C., Hsu, T. C., Chen, Y. N., & Jong, M. S. Y. (2018). The effects of spherical video-based virtual reality implementation on students’ natural science learning effectiveness. Interactive Learning Environments, 1-15.
  • Hsu, T. C., Chang, S. C., & Hung, Y. T. (2018). How to learn and how to teach computational thinking: Suggestions based on a review of the literature. Computers & Education, 126, 296-310.
  • Chang, S. C., & Hwang, G. J. (2018). Impacts of an augmented reality-based flipped learning guiding approach on students’ scientific project performance and perceptions. Computers & Education, 125, 226-239.
  • Hsu, T.-C., Chang, S.-C., & Liu, N.-C. (2018, April). Peer assessment of webpage design: Behavioral sequential analysis based on eye tracking evidence. Educational Technology & Society, 21(2), 305-321.
  • Wang, S. Y., Chang, S. C., Hwang, G. J., & Chen, P. Y. (2018). A microworld-based role-playing game development approach to engaging students in interactive, enjoyable, and effective mathematics learning. Interactive Learning Environments, 26(3), 411-423.
  • Hwang, G. J., Chang, S. C., Chen, P. Y., & Chen, X. Y. (2018). Effects of integrating an active learning-promoting mechanism into location-based real-world learning environments on students’ learning performances and behaviors. Educational Technology Research and Development, 66(2), 451-474.
  • Chang, S. C., & Hwang, G. J. (2017). Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach. Interactive Learning Environments, 25(5), 667-681.
  • Chang, S. C., Wang, S. Y., & Hwang, G. J. (2016). A repertory grid-based interactive e-book approach to supporting in-field mobile learning activities in an ecology course. International Journal of Mobile Learning and Organisation, 10(3), 171-186. 
  • Hwang, G. J., & Chang, S. C. (2016). Effects of a peer competition-based mobile learning approach on students' affective domain exhibition in social studies courses. British Journal of Educational Technology, 47(6), 1217-1231. 
  • Chu, H. C., & Chang, S. C. (2014). Developing an educational computer game for migratory bird identification based on a two-tier test approach. Educational Technology Research and Development, 62(2), 147-161. 
  • 張韶宸、許庭嘉和蘇勃郡(2017). 基於認知師徒制的情境遊戲對學生學習排序運算思維的成效分析,教育研究月刊,282 期,43~58。

 

學位論文

  • Shao-Chen Chang (2017).  Impacts of an augmented realty-based flipped learning guiding approach on students’ scientific project performances and perceptions. Doctoral dissertation, Graduate Institute of Applied Science and Technology, National Taiwan University of Science and Technology.
  • Shao-Chen Chang (2012). A repertory grid-based peer assessment approach for improving students' learning performance in a context-aware u-learning activity。Soochow University.

研討會論文

  • 詹筌亦、張韶宸、許庭嘉、蔡佩如。(2018, May 25-29)。國文素養課程研發: 實地踏查後應用虛擬實境製作進行反思的影響。第22屆全球華人計算機教育應用大會(GCCCE2018)。第22屆全球華人計算機教育應用大會(GCCCE2018),中國、廣州:華南師範大學。
  • Chang, S. C., Hwang, G. J. (2018, Jan). Impacts of an Augmented Reality-based Guiding Strategy on Students’ Learning Achievement a Motivation in Conducting Scientific Tasks. Paper presented at the International Conference on Technology in Education (ICTE 2018), Hong Kong, China.
  • 许庭嘉、張韶宸(2017 年 7 月)。结合扩增实境与教具于运算思维的排序算法学习成效分析。全球华人探究学习创新应用大会(GCCIL 2017),成都,中國。
  • 董俐嫺、張韶宸、黃國禎(2017 年 5 月)。結合雙層次測驗及回饋機制之程式設計學習模式對學生學習成就及感受之影響。第二十ㄧ屆全球華人計算機教育應用大會(GCCCE 2017),北京,中國。
  • 張韶宸、陳志鴻、李欣諭、黃國禎(2016 年 5 月)。結合概念圖與遊戲策略對國小學童自然科行動學習成效之影響。第二十屆全球華人計算機教育應用大會(GCCCE 2016),香港,中國。
  • Chang, S. C., Hwang, G. J. (2015, May). An Experiment of a Collaborative Concept Map-Supported Learning Game for Investigating Students' Learning Attitudes and Learning Achievements in Natural Science Course. Paper presented at the International Conference on Digital Learning Strategies and Applications (DLSA 2015), Sapporo, Hokkaido, Japan.
  • Chang, S. C., & Hwang, G. J. (2014, August). Effects of in-field mobile game-based learning activities on students' local culture identity. Paper 

 

 

 

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