https://orcid.org/0000-0003-2179-9117
Google Scholar Profile h-index 21 i10-index 32 Citations 2355
ResearchGate Academia SciVal (SJR)
Scopus h-index 15 Citations 1153 FWCI: 0.56 (first author: 0.497) FWVI: 1.66 國際合作: 27.9%
SSCI: 17 papers
ESCI: 16 papers
SCIE: 1 paper
TSSCI core: 7 papers
TSSCI level 3: 4 papers
Q1 Journals: 25 papers
Q2 Journals: 8 papers
Q3 Journals: 1 paper
(053) Chou, C.-Y., Chan, T.-W., Chen, Z.-H., Liao, C.-Y., Shih, J.-L., Wu, Y.-T., Chang, B., Yeh, C. Y. C., Hung, H.-C., & Cheng, H. (2025). Defining AI companions: a research agenda—from artificial companions for learning to general artificial companions for Global Harwell. Research and Practice in Technology Enhanced Learning, 20, 032. https://doi.org/10.58459/rptel.2025.20032 (ESCI, IF: 3.1, Media Technology Q1)
(052) 洪耕德、施如齡。(2024)。科技與人文遊戲的交匯:促進高層次合作行為模式。通識教育學刊,34, 369-399. (TSSCI 第三級). https://doi.org/10.6360/TJGE.202412_(34).0010
(051) 盧昱豪、施如齡。(2024)。數位化人社議題探究遊戲之實證研究。通識教育學刊,34, 277-313. (TSSCI 第三級). https://doi.org/10.6360/TJGE.202412_(34).0008
(050) 陳宣文、施如齡、王欣茹。(2024)。數位人文遊戲〈金色絲路〉對學生文化認知及美感鑑賞素養之影響。通識教育學刊,34, 219-244. (TSSCI 第三級). https://doi.org/10.6360/TJGE.202412_(34).0006
(049) 何佳旻、施如齡。(2024)。臺灣大學生數位人文素養現況探討。通識教育學刊,34, 13-57. (TSSCI 第三級). https://doi.org/10.6360/TJGE.202412_(34).0001
(048) Shih, Ju-Ling, Chiu, Ming-Ming, & Lin, Chang-Hsin. (2024). Personality, Strategies and Game Moves Linked to Prosocial Behaviors: A Statistical Discourse Analysis. Computers & Education, 217, 105072. https://doi.org/10.1016/j.compedu.2024.105072 (SSCI, IF: 8.9, Education Q1)
(047) 黃信穎、施如齡。(2024)。設計思維融入STEM機器人遊戲之學習表現分析。數位學習科技期刊,16(4), 1-35. (TSSCI). https://doi.org/10.53106/2071260X2024101604001
(046) Tak-Wai Chan, Chee-Kit Looi, Su Luan Wong, Siu-Cheung Kong and Ju-Ling Shih. (2023). Replies to commentaries on IDC Theory in practice. Research and Practice in Technology Enhanced Learning, 18(25), 18025. (ESCI, IF: 3.1, Media Technology Q1) [Full Text Link]
(045) Chee-Kit Looi, Su Luan Wong, Siu-Cheung Kong, Tak-Wai Chan, Ju-Ling Shih, Ben Chang, Ying-Tien Wu, Chen-Chung Liu, Charles Y. C. Yeh, Zhi-Hong Chen, Tzu-Chao Chien, Chih-Yueh Chou, Hui-Chun Hung, Hercy Cheng and Calvin C. Y. Liao. (2023). Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan. Research and Practice in Technology Enhanced Learning, 18(23), 18023. (ESCI, IF: 3.1, Media Technology Q1) [Full Text Link]
(044) Huang, Hsin-Yin, & Shih, Ju-Ling (2022). Integrating Design Thinking into Interdisciplinary Course with STEM-based Robotic Game <Frontier Guards>. American Journal of Educational Research, 10(10), 599-611. [Full Text Link]
(043) Shih, Ju-Ling, Chiu, Ming-Ming, & Lin, Chang-Hsin. (2022). Personalities, Sequences of Strategies and Actions, and Game Attacks: A Statistical Discourse Analysis of Strategic Board Game Play. Computers in Human Behavior, 133, 107271. https://doi.org/10.1016/j.chb.2022.107271 (SSCI, IF: 9.0, Human-Computer Interaction Q1).
(042) 林長信、施如齡。(2022)。史地文化複合式策略桌遊之設計與成效評估。數位學習科技期刊,14(4),1-23。(TSSCI) (MOST-104-2628-S-008-002-MY, MOST-108-2511-H-008 -016 -MY4) [Abstract Link]
(041) Sukenasa1, N. P. P. P., Shih, J. L., & Surjono, H. D. (2020). Using Technology-Mediated Board Game on Young Learners. Script Journal: Journal of Linguistics and English Teaching, 5(2), 136-148. [Full Text Link]
(040) Septiyanti1, N. D., Shih, J. L., & Zakarijah, M. (2020). Fostering Computational Thinking Through Unplugged and Robotic Collaborative Game-Based Learning on Primary School Students. American Journal of Educational Research, 8(11), 866-872. [Full Text Link]
(039) Huang, M. C. L., Chou, C. Y., Wu, Y. T., Shih, J. L., Yeh, C. Y. C., Lao, A. C. C., Fong, H., Lin, Y. F., & Chan, T. W. (2020). Interest-driven video creation for learning mathematics. Journal of Computers in Education, 7, 395–433. (ESCI, IF: 4.3, Education & Educational Research Q1). (MOST 104-2628-S-024 -002 -MY4 & MOST 108-2511-H-008-016-MY4). [Full Text Link]
(038) Chan, T. -W., Looi, C. -K., Chang, B., Chen, W., Wong, L. -H., Yu, F. -Y., Mason, J., Liu, C. -C., Shih, J. -L., Wu, Y. -T., Kong, S. -C., Wu, L., Chien, T. -C., Liao, C. Y., Cheng, H., Chen, Z. -H., Chou, C., -Y. (2019). IDC theory: creation and the creation loop. Research and Practice in Technology Enhanced Learning, 14, 26. (ESCI, IF: 3.1, Media Technology Q1) [Full Text Link]
(037) 黃淑賢、陳炯憲、施如齡。(2019)。運用數位說故事於偏鄉國小在地文化課程之行動研究。數位學習科技期刊,11(1),51-75。(TSSCI) (NSC 100-2628-S-024-002-MY3, MOST 104-2628-S-024-002-MY4) [Full Text Link]
(036) 黃淑賢、游子宜、施如齡。(2018)。性別對於科技融入立體書之歷史學習成效與心流之研究。數位學習科技期刊,10(3),77-102。(TSSCI) (MOST 104-2628-S-024 -002 -MY4) [Full Text Link]
(035) 馬于婷、黃淑賢、施如齡。(2018). 數位心智圖導入數位說故事對學童5C能力之學習成效分析。數位學習科技期刊,10(2),31-58。(TSSCI) [Full Text Link]
(034) Covaci, Alexandra, Ghinea, Gheorghita, Lin, Chang-Hsin, Huang, Shu-Hsien, & Shih, Ju-Ling. (2018). Multisensory games-based learning - lessons learnt from olfactory enhancement of a digital board game. Multimedia Tools and Applications, 77, 21245–21263. (SCIE, IF: 3.0, Media Technology Q1) [Full Text Link]
(033) Shih, Ju-Ling, Huang, Shu-Hsien, Lin, Chang-Hsin, Tseng, Chia-Chun. (2017). STEAMing the Ships for the Great Voyage: Design and Evaluation of a Technology-integrated Maker Game. Interaction Design and Architecture(s) Journal (IxD&A), 34, 61-87. https://doi.org/10.55612/s-5002-034-004 (ESCI, IF: 0.295 Media Technology Q2) (MOST 104-2628-S-024 -002-MY4)
(032) Lin, Chang-Hsin, Shih, Ju-Ling. (2018). Analysing Group Dynamics of a Digital Game-based Adventure Education Course. Educational Technology & Society, 21(4):51-63. (SSCI, IF: 4.595, Education & Educational Research Q1) [Full Text Link]
(031) 林昱廷、林長信、施如齡、曾家俊。(2017)。歷史文化學習之數位體感遊戲開發與成效評估。數位學習科技期刊,9(4),109-131。(TSSCI). [Full Text Link]
(030) Chang, Ching, Shih, Ju-Ling, & Chang, Chih-Kai. (2017). A mobile instructional pervasive game method for language learning. Universal Access in the Information Society, 16(3), 653–665. (SSCI, IF: 2.1, Computer Networks and Communications, Q2) (NSC100-2628-S-024-002-MY3, MOST 104-2628-S-024-002-MY4) . [Full Text Link]
(029) Chang, Ching, Chang, Chih-Kai, & Shih, Ju-Ling. (2016). Motivational strategies in a mobile inquiry-based language learning setting. System, 59, 100-115. (SSCI, IF: 6.12, Education Q1) (MOST 104-2628-S-024-001-MY3, MOST 103-2511-S-024-003, MOST-104-2628-S-024-002-MY4.) [Full Text Link]
(028) Shih, Ju-Ling, & Hsu, Yu-Jen. (2016). Advancing Adventure Education Using Digital Motion-Sensing Games. Journal of Educational Technology & Society, 19(4). 178-189. (SSCI, IF: 4.6, Education & Educational Research Q1) (NSC 100-2628-S-024-002-MY3 and NSC 101-2511-S-024-009-MY3). [Abstract Link]
(027) Hsu, Wen-Chun, Shih, Ju-Ling (2016). Applying Augmented Reality to a Mobile-assisted Learning System for Martial Arts Using Kinect Motion Capture. International Journal of Distance Education Technologies, 14(3), 91-106. (ESCI, IF: 3.3, Education & Educational Research Q1)[Abstract Link]
(026) Lin, Chang-Hsin, & Shih, Ju-Ling. (2015) Evaluations to the gamification effectiveness of digital game-based adventure education course – GILT. Journal of e-Learning and Knowledge Society, 11(3). (NSC 101-2511-S-024-009-MY3). (ESCI, IF: 0.7, Education & Educational Research Q3) [Full Text Link]
(025) Shi, Yen-Ru, & Shih, Ju-Ling. (2015). Game Factors and Game-Based Learning Design Model. International Journal of Computer Games Technology. Hindawi Publishing Corporation. 11 pages. doi:10.1155/2015/549684 (NSC 100-2628-S-024 -002 -MY3). (ESCI, IF: 1.7, Human-Computer Interaction Q2)[Full Text Link]
(024) Shih, Ju-Ling, Jheng, Shun-Cian, Tseng, Jia-Jiun. (2015). A Simulated Learning Environment of History Games for Enhancing Players’ Cultural Awareness. Interactive Learning Environments, 23(2), 191-211. (SSCI, IF: 3.7, Computer Science Applications Q1). (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3). [Full Text Link]
(023) Ju-Ling Shih, David Tawei Ku, Su-Huan Hung (2013). Enhancing the Learning Achievements and Attitudes of Taiwan Vocational School Students in Accounting with the Dynamic Assessment System. Journal of Educational Computing Research, 49(3), 345-362. (SSCI, IF: 4.0, Education Q1). (NSC 98-2511-S-024-006-MY2). [Abstract Link]
(022) Cheng-Ping Chen, Ju-Ling Shih, Yi-Chun Ma. (2014). Using Instructional Pervasive Game for School Children’s Cultural Learning. Journal of Educational Technology & Society, 17(2), 169-182. (SSCI, IF: 4.6, Education & Educational Research Q1) (NSC 98-2511-S-024-006-MY2, NSC 100-2628-S-024 -002 -MY3, and NSC101-2511-S-024-009-MY3). [Full Text Link]
(021) Ku, David Tawei, Shih, Ju-ling, & Hung, Su-Huan. (2014). The Integration of Concept Mapping in a Dynamic Assessment Model for Teaching and Learning Accounting. Journal of Educational Technology & Society, 17(1), 141-153. (SSCI, IF: 4.6, Education & Educational Research Q1) (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3). [Full Text Link]
(020) Hsu, Yu-Jen, & Shih, Ju-Ling. (2013). Developing Computer Adventure Education Games on Mobile Devices for Conducting Cooperative Problem-Solving Activities. International Journal of Mobile Learning and Organisation, 7(2), 81-98. (ESCI, IF: 1.2, Education Q2) (NSC 100-2628-S-024-002-MY3 and NSC 101-2511-S-024-009-MY3). [Full Text Link]
(019) 施如齡、鄭家家。(2013)。GPS導入史地步道行動學習系統對學習者鄉土學習及認同感之影響。Journal of Computers in Education, 9(1), 14-28. (ESCI, IF: 4.3, Education & Educational Research Q1) (NSC 98-2511-S-024-006-MY2、NSC 100-2628-S-024 -002 -MY3、NSC 100-2631-S-011-003).
(018) Shih, Ju-Ling, Hsu, Yu-Jen, Wang, Yen-Jen. (2013). Rational Emotive Path: 3D Game as the Emotion Analysis Tool for Counseling Purposes. International Journal of Arts and Technology, 6(3), 255-271. (ESCI, IF: 0.2, Visual arts and performing arts Q2) (NSC 98-2511-S-024-006-MY2 and NSC 100-2628-S-024 -002 -MY3). [Abstract Link]
(017) 林育伶、施如齡、張智凱(2012)。全球社群、雲端學習--第十六屆全球華人計算機教育應用大會(GCCCE2012)綜述。遠程教育雜誌,30(5)。(CSSCI). [Abstract Link]
(016) Hwang, Gwo-Jen, Chen, Nian-Shing, & Shih, Ju-Ling. (2011). Editorial: Shifting from Technology-Enhanced Learning to Technology-Transformed Learning - Best Papers Selected from the Conference APTEL 2010. Knowledge Management & E-Learning: An International Journal, 3(3), 306-309. (ESCI, IF: 2.5, Education & Educational Research Q1) [Full Text Link]
(015) Liu, Chen-Chung, Chen, Holly S.L., Shih, Ju-Ling, Huang, Guo-Ting, & Liu Baw-Jhiune. (2011). An Enhanced Concept Map Approach to Improving Children’s Storytelling Ability. Computers & Education, 56(3), 873-884. (SSCI, IF: 8.9, Education Q1) (NSC 98-2511-S-008-004-MY3, NSC 98-2631-S-008-001, NSC 99-2631-S-008-004, and NSC 99-2631-S-008-003). [Full Text Link]
(014) Shih, Ju-Ling, Hwang, Gwo-Jen, Chu, Yu-Chung, & Chuang, Chien-Wen. (2011). An Investigation-based Learning Model for Using Digital Libraries to Support Mobile Learning Activities. Electronic Library, 29(4), 488-505. (SSCI, IF: 1.5, Library and Information Sciences Q2) (NSC 97-2511-S-024 -009-MY2, NSC 98-2511-S-024-006-MY2, and NSC 98-2631-S-024-001). [Full Text Link]
(013) Shih, Ju-Ling, Hwang, Gwo-Jen, Chu, Hui-Chun, & Kinshuk. (2011). An Investigation of Attitudes of Students and Teachers about Participating in a Context-aware Ubiquitous Learning Activity. British Journal of Educational Technology, 42(3), 373-394. (SSCI, IF: 6.7, Education Q1) (NSC 98-2631-S-024-001, and NSC 97-2511-S-024-009-MY2). [Full Text Link]
(012) Shih, Ju-Ling, Nuutinen, Jussi, Hwang, Gwo-Jen, & Chen, Nian-Shing. (2010). Building Virtual Collaborative Research Community Using Knowledge Management Approach. Knowledge Management & E-Learning: An International Journal, 2(3), 293-311. (ESCI, IF: 2.5, Education & Educational Research Q1) (NSC 96-2520-S-024 -005, NSC 97-2511-S-110-005-MY3, and NSC 98-2511-S-024-006-MY2). [Full Text Link]
(011) Shih, Ju-Ling, Shih, Bai-Jiun, Shih, Chun-Chao, Su, Hui-Yu, & Chuang, Chien-Wen. (2010). The Influence of Collaboration Styles to Children’s Cognitive Performance in Digital Problem-Solving Game “William Adventure”: A Comparative Case Study. Computers & Education, 55(3), 982-993. (SSCI, IF: 8.9, Education Q1) (NSC 97-2511-S-024-009-MY2, and NSC 98-2511-S-024-006-MY2). [Full Text Link]
(010) Hwang, Gwo-Jen, Chu, Hui-Chun, Shih, Ju-Ling, Huang, Shu-Hsien, & Tsai, Chin-Chung. (2010). A Decision-Tree-oriented Guidance Mechanism for Conducting Nature Science Observation Activities in a Context-Aware Ubiquitous Learning Environment. Journal of Educational Technology & Society,13(2), 53-64. (SSCI, IF: 4.6, Education & Educational Research Q1) (NSC 97-2631-S-024-002, and NSC 97-2511-S-024-009-MY2). [Full Text Link]
(009) Shih, Ju-Ling, Hwang, Gwo-Jen, Chuang, Chien-Wen, & Cheng, Jia-Jia. (2010). Using a Mobile Learning System for Field Investigative Learning about the Local History and Geography of Southern Taiwan. International Journal of Mobile Learning and Organisation, 4(4), 360-377. (ESCI, IF: 1.2, Education Q2) (NSC 98-2631-S-024-001, NSC 98-2511-S-024-006-MY2, NSC 98-2511-S-009-007-MY3, and NSC 97-2511-S-024 -009-MY2). [Full Text Link]
(008) Shih, Ju-Ling, Chuang, Chien-Wen, & Hwang, Gwo-Jen. (2010). An Inquiry-based Mobile Learning Approach to Enhancing Social Science Learning Effectiveness. Journal of Educational Technology & Society, 13(4), 50-62. (SSCI, IF: 3.522, Education & Educational Research Q1) (NSC 98-2631-S-024-001, NSC 99-2511-S-011-011-MY3 and NSC 99-2631-S-011-002). [Full Text Link]
(007) Shih, Ju-Ling, Hwang, Gwo-Jen, & Chu, Yu-Chung (2010). Development and Instructional Application of U-Library on Butterfly and Wetland Ecology for Context-Aware Ubiquitous Learning. International Journal of Mobile Learning and Organisation, 4(3), 253-268. (ESCI, IF: 1.2, Education Q2) (NSC 97-2511-S-024 -009-MY2, NSC 98-2511-S-024-006-MY2, and NSC 98-2631-S-024-001). [Full Text Link]
(006) 施如齡、吳香儀(2007)。數位學習時代的高等教育教學觀。教育資料與研究雙月刊,78。第41-60頁。台北:國立教育資料館。
(005) Shih, Bai-Jiun., Shih, Ju-Ling, & Chen, Ray-Long. (2007). Organizing Learning Materials through Hierarchical Topic Maps: An Illustration through Chinese Herb Medication. Journal of Computer Assisted Learning, 23(6), 477-490. (SSCI, IF: 5.1, Education Q1) (NSC 93-2524-S-127-001). [Full Text Link]
(004) 施百俊、施如齡(2006)。以文字探勘技術探究部落格之網路媒體特性。淡江人文與社會學刊,28,第95-122頁。台北:淡江大學出版中心。(93-2524-S-127-001).
(003) 施如齡、施百俊、陳瑞龍 (2006)。「中草藥用藥」之主題地圖式數位學習教材建構與應用。教育資料與圖書館學季刊,44(2),第215-233頁。(TSSCI) 台北:淡江大學。(93-2524-S-127-001). [Full Text Link]
(002) Shih, Ju-Ling, Shih, Bai-Jiun, & Chen, Rey-Long. (2006). The Design and Evaluation of Virtual Situation Role-Playing Learning Game (VSRPG) -- Legend of Shannon. International Journal of Instructional Technology and Distance Learning, 3(11), Article 02. Retrieved November 29, 2006, from the World Wide Web: http://www.itdl.org/Journal/Nov_06/index.htm. (93-2524-S-127-001). [Full Text Link]
(001) Shih, Ju-Ling. (2004). A Pedagogical Design Strategy for Effective Technology-Based Learning: iLEARN Model. International Journal of Instructional Technology and Distance Learning, 1(8), Article 06. [Full Text Link]