(09) Lin, L. Y., Lin, C. H., Chuang, T. Y., Loh, S. C., & Chu, S. Y. (2025). Using home-based augmented reality storybook training modules for facilitating emotional functioning and socialization of children with autism spectrum disorder. International Journal of Developmental Disabilities, 71(1), 87-94. (SSCI) [Full Text Link][Q2]
(08) 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. (SSCI) [Full Text Link] [Q1]
(07) 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. (SSCI). [Full Text Link] [Q1]
(06) 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)
(05) Alexandra Covaci, Gheorghita Ghinea, Chang-Hsin Lin, Shu-Hsien Huang, Ju-Ling Shih. (2018). Multisensory games-based learning – lessons learnt from olfactory enhancement of a digital board game. Multimedia Tools and Applications. 1-19. (EI)
(04) Chang-Hsin Lin, Ju-Ling Shih. (2017). Analysing Group Dynamics of a Digital Game-based Adventure Education Course. Educational Technology & Society, 21(4), 51-63. (SSCI)
(03) 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).
(02) Ju-Ling Shih, Shu-Hsien Huang, Chang-Hsin Lin, Chia-Chun Tseng. (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.
(01) Chang-Hsin Lin, & 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), 41-58.
(017) 周鈺翰 、 林長信(2025)。戶外探索教育虛擬實境多人遊戲式課程之教學系統設計與評估。第二十屆臺灣數位學習研討會(TWELF 2025),2025年3月6日-7日。嘉義:國立嘉義大學。
(016) 林長信 (2022)。從陪伴到獨立-結合社群網站服務之混合式學習教學設計-以網頁程式設計為例,2022後疫情時代教學創新示範國際研討會,2022年05月20日-21日。雲林:國立雲林科技大學。(PHA1100966)
(015) Chang-Hsin Lin, Shu-Hsien Huang, Ju-Ling Shih, Alexandra Covaci, & Gheorghita Ghinea. (2017). Game-Based Learning Effectiveness and Motivation Study between Competitive and Cooperative Modes. The 17th IEEE International Conference on Advanced Learning Technologies (ICALT 2017), July 3-7. Timisoara, Romania: The Politehnica University of Timisoara.
(014) 游子宜,林長信,曾家俊,施如齡。(2017)。大航海時代之香料貿易歷史與地理複合式數位桌遊。The 21th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2017), June. 3-June 6. Beijing, China: Beijing Normal University.
(013) Chang-Hsin Lin, & Ju-Ling Shih. The investigation of learning effectiveness using a mobile-based complex puzzle game–Mast Dream. The 10th European Conference on Games Based Learning (ECGBL 2016), Oct. 6-Oct. 7. Paisley, Scotland: University of the West Scotland..
(012) 林長信、施如齡。(2016)。嗅覺系統導入跨媒體桌上遊戲之設計與開發。The 20th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2016), May. 23-May. 27. Hong Kong: The Hong Kong Institute of Education.
(011) Chang-Hsin Lin, Ju-Ling Shih, & Yu-Jen Hsu. (2015). Using Digital Game-Based Adventure Education Counseling Course to Adjust Primary Students’ Interpersonal Deviant Behaviors. Ogata, H. et al. (Eds.) (2015). Proceedings of the 23rd International Conference on Computers in Education. China: Asia-Pacific Society for Computers in Education.
(010) Chang-Hsin Lin, & Ju-Ling Shih. (2015). A Preliminary Study of Using Laban Movement Analysis to Observe The Change of Teenagers’ Bodily Expressions of Emotions in Game-based Learning. In Proceeding of 4th International Conference on Learning Technologies and Learning Environments (LTLE 2015), pp. 329-334.
(09) 林長信、施如齡 (2014)。以拉邦質地分析青少年動作情緒於遊戲式學習歷程變化之初探。臺灣數位學習研討會(TWELF 2014),2014年11月13日-14日。台北:國立臺灣師範大學。
(08) 許于仁、林長信、施如齡 (2014)。數位探索遊戲融入國小偏差行為學童輔導課程之設計。臺灣數位學習研討會(TWELF 2014),2014年11月13日-14日。台北:國立臺灣師範大學。
(07) Chang-Hsin Lin, Yu-Jen Hsu, Ju-Ling Shih, & Chia-Chun Tseng. (2014). The Change of Interpersonal Relationship for Group Development in Digital Game-based Adventure Education Course. The Main Proceedings of the 22st International Conference on Computers in Education (ICCE 2014), November 18-22. Indonesia: Asia-Pacific Society on Computers in Education.
(06) 林長信、施如齡、許于仁。(2014)。數位探索教育遊戲團隊課程中人際行為探究與分析。The 18th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2014), May. 26-Jun.1. china: East China Normal University.
(05) 許于仁、施如齡、林長信、曾家俊。(2014)。數位探索教育遊戲系統開發與學習成效之探究。The 18th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2014), May. 26-Jun.1. China: East China Normal University.
(04) Chang-Hsin Lin, Ju-Ling Shih, & Yu-Jen Hsu. (2013). The Evaluation Framework for the Group Development Process of Adventure Education Game. The Main Proceedings of the 21st International Conference on Computers in Education (ICCE 2013), November 18-22. Indonesia: Asia-Pacific Society on Computers in Education.
(03) Yu-Jen Hsu, Chang-Hsin Lin, & Ju-Ling Shih. (2013). Developing Multi-player Digital Adventure Education Game with Motion Sensing Technologies. The 13th IEEE International Conference on Advanced Learning Technologies (ICALT 2013), July 15-18. Beijing, China: Beijing Normal University.
(02) Chang-Hsin Lin, Yu-Jen Hsu, Ju-Ling Shih. (2013). Digital Adventure Education Game for Cooperative Learning. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University.
(01) Yu-Jen Hsu, Chang-Hsin Lin, & Ju-Ling Shih. (2013). Using Motion Sensing Adventure Education Game to Enhance Learning Transfers. e-CASE and e-Tech 2013, April 3-5, Kitakyushu, Japan.
(02) 施如齡、施百俊、許于仁、黃淑賢、曾家俊、林長信(2016)。故事、遊戲與教學。臺灣:僑務委員會、中華函授學校。
(01) 謝旻儕、歐柏漢、林長信、蔡銘宏、高聖欽(2015)。Unity 3D遊戲設計從零開始。臺北市:松崗。