期刊論文:
Seprum, P., Chang, S. C., & Wongwatkit, C. (2025). Exploring the impact of formative and summative assessment approaches in virtual reality emergency response learning. Interactive Learning Environments, 1-15. https://doi.org/10.1080/10494820.2025.2503227 (SSCI,Q1,Impact Factor: 5.85)
Lin, H. C., Huang, H., Tsai, C. K., & Chang, S. C. (2025). Improving the quality of communicating with dementia patients: A virtual reality‐based simulated communication approach. British Journal of Educational Technology, 56(1), 167-189. (SSCI,Q1,Impact Factor: 9.33)
Hwang, G. J., Lin, A. C., & Chang, S. C.* (2024). Effects of incorporating a two-tier assessment-based guiding mechanism into contextual games on students’ learning achievement and behaviors in horticultural education. Interactive Learning Environments, 32(10), 6845-6867. (SSCI,Q1,Impact Factor: 5.85,通訊作者)
Chang, S. C., & Wongwatkit, C. (2024). Effects of a peer assessment-based scrum project learning system on computer programming’s learning motivation, collaboration, communication, critical thinking, and cognitive load. Education and Information Technologies, 29(6), 7105-7128. (SSCI,Q1,Impact Factor: 4.8,第一作者)
Chang, C. Y., Panjaburee, P., & Chang, S. C.* (2024). Effects of integrating maternity VR-based situated learning into professional training on students’ learning performances. Interactive Learning Environments, 32(5), 2121-2135. (SSCI,Q1,Impact Factor: 4.965,通訊作者)
Huang, H., Hwang, G. J., & Chang, S. C. (2023). Facilitating decision making in authentic contexts: an SVVR-based experiential flipped learning approach for professional training. Interactive Learning Environments, 31(8), 5219-5235. (SSCI,Q1,Impact Factor: 3.928)
Liang, H. Y., Hsu, T. Y., Hwang, G. J., Chang, S. C., & Chu, H. C. (2023). A mandatory contribution-based collaborative gaming approach to enhancing students’ collaborative learning outcomes in Science museums. Interactive Learning Environments, 31(5), 2692-2706. (SSCI,Q1,Impact Factor: 5.85)
Chen, C. Y., Chang, S. C., Hwang, G. J., & Zou, D. (2023). Facilitating EFL learners’ active behaviors in speaking: A progressive question prompt-based peer-tutoring approach with VR contexts. Interactive Learning Environments, 31(4), 2268-2287. (SSCI,Q1,Impact Factor: 4.965)
Chu, S. T., Hwang, G. J., Chien, S. Y., & Chang, S. C. (2023). Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts. British Journal of Educational Technology, 54(2), 534-553. (SSCI,Q1,Impact Factor: 5.268)
Fang, J. W., Shao, D., Hwang, G. J., & Chang, S. C. (2022). From critique to computational thinking: A peer-assessment-supported problem identification, flow definition, coding, and testing approach for computer programming instruction. Journal of Educational Computing Research, 60(5), 1301-1324. (SSCI,Q1,Impact Factor: 4.345) (publish: January 12, 2022)
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, 146, 103758. Doi: doi.org/10.1016/j.compedu.2019.103758 (SSCI) (Impact Factor: 8.538)
Huang, H., Hwang, G. J., & Chang, S. C. (2023). Facilitating decision making in authentic contexts: an SVVR-based experiential flipped learning approach for professional training. Interactive Learning Environments, 31(8), 5219-5235. (SSCI) (Impact Factor: 3.928)
Lin, H. C., Hwang, G. J., Chang, S. C., & Hsu, Y. D. (2021). Facilitating critical thinking in decision making-based professional training: An online interactive peer-review approach in a flipped learning context. Computers & Education, 173. Doi: doi.org/10.1016/j.compedu.2021.104266 (SSCI) (Impact Factor: 8.538)
Tu, Y. F., Chang, S. C., & Hwang, G. J. (2021). Analysing reader behaviours in self-service library stations using a bibliomining approach. The Electronic Library, 39(1), 1-16. Doi:10.1108/EL-01-2020-0004 (SSCI) (Impact Factor: 1.453)
Hwang, G. J., & Chang, S. C. (2021). Facilitating knowledge construction in mobile learning contexts: A bi‐directional peer‐assessment approach. British Journal of Educational Technology, 52(1), 337-357. (SSCI,Q1,Impact Factor: 4.929)
Chang, D., Hwang, G. J., Chang, S. C., & Wang, S. Y. (2021). Promoting students’ cross-disciplinary performance and higher order thinking: a peer assessment-facilitated STEM approach in a mathematics course. Educational Technology Research and Development, 69(6), 3281-3306. (SSCI) (Impact Factor: 3.565)
Hwang, G. J., & Chang, S. C.* (2021) Facilitating knowledge construction in mobile learning contexts: A bi‐directional peer‐assessment approach. British Journal of Educational Technology, 52(1), 337-357. (SSCI) (Impact Factor: 4.929)
Hwang, G. J., Chang, S. C., Song, Y., & Hsieh, M. C. (2021). Powering up flipped learning: An online learning environment with a concept map‐guided problem‐posing strategy. Journal of Computer Assisted Learning, 37(2), 429-445. (SSCI) (Impact Factor: 3.862)
Zhao, J., Hwang, G. J., Chang, S. C., Yang, Q. F., & Nokkaew, A. (2021). Effects of gamified interactive e-books on students’ flipped learning performance, motivation, and meta-cognition tendency in a mathematics course. Educational Technology Research and Development, 69(6), 3255-3280. (SSCI) (Impact Factor: 3.565)
Hwang, G. J., Sung, H. Y., Chang, S. C., & Huang, X. C. (2020). A fuzzy expert system-based adaptive learning approach to improving students’ learning performances by considering affective and cognitive factors. Computers and Education: Artificial Intelligence, 1, 100003. Doi: doi.org/10.1016/j.caeai.2020.100003 (Scopus)
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, 148. Doi: doi.org/10.1016/j.compedu.2020.103808 (SSCI) (Impact Factor: 8.538)
Chang, S. C.,* Hsu, T. C., Chen, Y. N., & Jong, M. S. Y. (2020). The effects of spherical video-based virtual reality implementation on students’ natural science learning effectiveness. Interactive Learning Environments, 28(7), 915-929. (SSCI) (Impact Factor: 3.928)
Chang, S. C.,* Hsu, T. C., Kuo, W. C., & Jong, M. S. Y. (2020). 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. (SSCI) (Impact Factor: 4.929)
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. (SSCI) (Impact Factor: 2.951)
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. (SSCI) (Impact Factor: 5.627)
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. (SSCI) (Impact Factor: 5.627)
Hsu, T. C., Chang, S. C.,* & Liu, N. C. (2018). Peer assessment of webpage design: behavioral sequential analysis based on eye tracking evidence. Journal of Educational Technology & Society, 21(2), 305-321. (SSCI) (Impact Factor: 2.133)
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. (SSCI) (Impact Factor: 1.728)
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. (SSCI)
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. (SSCI) (Impact Factor: 1.604)
Chang, S. C., Hsu, T. C., & Su, P. C. (2017). The effectiveness of the students using a situational game based on cognitive apprenticeship for learning sorting computational thinking. Journal of Education Research, (282), 43-58.
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. (Scopus)
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. (SSCI) (Impact Factor: 2.410)
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. (SSCI) (Impact Factor: 1.420)
研討會論文:
廖星雲、張韶宸。(2024, Mar)。探討鷹架策略對低年級兒童程式學習成效的影響:以 Scratch JR 為例。第十九屆台灣數位學習發展研討會 (TWELF 2024),台灣、台中:東海大學。
Yeh, S. Y., Chang, S. C., & Teng, C. H. (2022, May). Effects of Integrating the Progressing Concept Mapping with Virtual Reality into Inquiry Environment on Students' Performance and Perception of Learning Science. Paper presented at the Global Chinese Conference on Computers in Education (GCCCE 2022), online.
葉軒宇、張韶宸、鄧進宏。(2021, Dec)。結合漸進式概念圖虛擬實境探究學習環境對學生化學科學習表現與感受之影響。2021國家講座系列活動:「跨疫情的教與學:思維創新與實踐革新」研究生學術精進研討會,台灣、台北:國立臺灣師範大學。
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),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.
許庭嘉、張韶宸(2017 年 7 月)。結合擴增實境與教具于運算思維的排序演算法學習成效分析。全球華人探究學習創新應用大會(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。第二十一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., Tsai, C. C., & Liang, J. C. (2014, July). An experiment of a mobile competition game for investigating students' interests in learning local culture. In 2014 IEEE 14th International Conference on Advanced Learning Technologies (pp. 154-156). IEEE.
Chang, S. C., & Hwang, G. J. (2014). Effects of In-Field Mobile Game-Based Learning Activities on Students Local Culture Identity. In 2014 IIAI 3rd International Conference on Advanced Applied Informatics (pp. 297-300). IEEE.
研究計畫:
💻國科會計畫:
111年度 基於程序性心智構圖之虛擬實境學習模式對醫學生腰椎穿刺技能、決策分析及高層之思維之影響 (協同主持人 112/08/01 ~ 113/07/31)
111年度 結合概念圖引導機制與人工智慧語音學習助理之擴增實境系統對於學生英語口說能力學習表現與感受之影響(優秀年輕學者研究計畫/多年期 111/08/01 ~ 113/07/31) MOST111-2628-H-155-001-MY2
111年度 結合3D遊戲機制之電腦程式設計訓練教育遊戲之開發與研究(大專生研究計畫 112/07/01 ~ 113/02/29)
109年度 基於漸進式概念圖引導與自動評量機制之虛擬實境探究學習環境對學生自然科學習表現與感受之影響(110/02/01 ~ 111/06/30) MOST 110-2511-H-155-001
🤝產學合作計畫:
2023-2024 AVI機台AR行動導覽系統開發計畫 (112/03/01 ~ 113/06/30)
2023-2024 成型機機台AR行動導覽系統開發計畫 (112/0801 ~ 113/06/30)
📚教育部計畫:
112年度 虛擬實境教學應用教材開發與教學實施計畫 (113/0101 ~ 113/12/31)
112年度 國中藝術領域表演藝術適性教學教材研發實驗計畫 (113/0101 ~ 111/12/31)
112年度 結合原住民族教育議題之適性化學習導引之評量、回饋、知識環境建構與數位教材發展協力計畫(112/10/01 ~ 113/12/31)
111年度 虛擬實境教學應用教材開發與教學實施計畫 (112/0201 ~ 112/12/31)
111年度 國中藝術領域表演藝術適性教學教材研發實驗計畫 (112/0101 ~ 112/12/31)
110年度 虛擬實境教學應用教材開發與教學實施計畫 (111/0301 ~ 111/12/31)
🏫校內計畫:
109學年校內計畫教學精進補助專案 基於設計思維之虛擬實境課堂對於學生學習成效之影響 (109/09/01-111/01/31)
109學年校內計畫教學精進補助專案 基於敏捷開發之電玩製作課堂對於學生小組專題成果之影響 (110/03/01-110/06/30)
110學年校內計畫教學精進補助專案 基於翻轉學習之虛擬實境課堂對於學生學習成效之影響(英語授課) (110/09/01-111/01/31)
110學年校內計畫教學精進補助專案 基於WSQ翻轉學習之行動裝置程式設計課程對於學生學習成效之影響(英語授課) (111/03/01-111/06/30)
109年度高教深耕計畫-落實教學創新及提升教學品質 -VR/AR教學應用子計畫
110年度高教深耕計畫-落實教學創新及提升教學品質 -VR/AR教學應用子計畫