Name: Li, Ming-Chaun
Position: Postdoctoral Researcher, Graduate Institute of Library, Information & Archival Studies, National Chengchi University, Taiwan
Degrees: Ph.D., Graduate Institute of Applied Science and Technology, National Taiwan University of Science and Technology, Taiwan
Master of Science, Department of Child and Family Studies, University of Wisconsin-Madison, USA
Bachelor of Science, Department of Applied Life Science (Major: Human Development), Fu-Jen Catholic University
Contact: mli1tw@gmail.com
Interest of research: Digital Learning, Game-Based Learning, Gamification of Learning, Collaborative Learning
 
 
English Journal Papers
1. Chen, C. M., Li, M. C., & Liao, C. K. (2022). Developing a collaborative writing system with visualization interaction network analysis to facilitate online learning performance. Interactive Learning Environments, 0(0), 1-20. doi:10.1080/10494820.2022.2028851
2. Chen, C. M., Li, M. C., & Chen, Y. T. (2022). The effects of web-based inquiry learning mode with the support of collaborative digital reading annotation system on information literacy instruction. Computers & Education, 179, 104428. doi:10.1016/j.compedu.2021.104428
3. Chen, C. M., Li, M. C., Chang, W. C., & Chen, X. X. (2021). Developing a Topic Analysis Instant Feedback System to facilitate asynchronous online discussion effectiveness. Computers & Education, 163, 104095. 2020.104095
4. Li, C. T., Hou, H. T., Li, M. C., & Kuo, C. C. (2021). Comparison of mini-game-based flipped classroom and video-based flipped classroom: An analysis of learning performance, flow and concentration on discussion. The Asia-Pacific Education Researcher. doi:10.1007/s40299-021-00573-x
5. Chen, C. M., Li, M. C., & Huang, Y. L. (2020). Developing an Instant Semantic Analysis and Feedback System to facilitate learning performance of online discussion. Interactive Learning Environments, 0(0), 1-19.
6. Chen, C. M., Li, M. C., & Lin, M. F. (2020). The effects of video-annotated learning and reviewing system with vocabulary learning mechanism on English listening comprehension and technology acceptance. Computer Assisted Language Learning, 0(0), 1-37.
7. Chen, C.-M., Li, M. C., & Chen, T.-C. (2020). A web-based collaborative reading annotation system with gamification mechanisms to improve reading performance. Computers & Education, 144, 103697. doi:10.1016/j.compedu.2019.103697.
8. Tang, K.-Y., Li, M. C., Hsin, C.-T., & Tsai, C.-C. (2016). A co-citation network of young children’s learning with technology. Educational Technology & Society, 19(3), 294-305.
9. Hsin, C.-T., Li, M. C., & Tsai, C.-C. (2014). The influence of young children’s use of technology on their learning: A review. Educational Technology & Society, 17 (4), 85–99.
10. Hou, H. T., & Li, M. C. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29-38. doi: 10.1016/j.chb.2013.07.052
11. Li, M. C., & Tsai, C.-C. (2013). Game-based learning in science education: A review of relevant research. Journal of Science Education and Technology, 22, 877-898. doi: 10.1007/s10956-013-9436-x
 
English Conference Papers
1. Chen, P. C., Li, M. C., Chen, C. M., & Huang, Y. L. (2020). A semantic network instant feedback system to improve online discussion performance. Paper presented at the 9th International Conference on Learning Technologies and Learning Environments (LTLE2020), Japan.
2. Yu, Z. H., Li, M. C., Chen, C. M., & Lin, M. F. (2020). A video-annotated learning review system with vocabulary learning mechanism to facilitate English listening comprehension. Paper presented at the 9th International Conference on Learning Technologies and Learning Environments (LTLE2020), Japan. (Honorable Mention Award)
3. Chen, X. X., Li, M. C., Chen, C. M., & Chang, W. C. (2020). Developing a topic analysis instant feedback system to facilitate asynchronous online discussion performance. Paper presented at the 9th International Conference on Learning Technologies and Learning Environments (LTLE2020), Japan.
4. Tsai, L. K., Li, M. C., Chen, C. M., & Kao, Y. C. (2020). The effects of collaborative reading annotation system with gamified mechanisms on reading comprehension performance. Paper presented at the 9th International Conference on Learning Technologies and Learning Environments (LTLE2020), Japan. (Outstanding Paper Award)
5. Chen, C.-M., Li, M. C., & Chen, T.-C. (2018). A collaborative reading annotation system with gamification mechanisms to improve reading performance. Paper presented at the 7th International Conference on Learning Technologies and Learning Environments (LTLE2018), Tottori, Japan.
6. Lin, F.-J., Wang, C.-P., Zhung, H.-C., Wang, H.-Y., Wang, S.-M., Li, C.-T., Li, M. C., & Hou, H. T. (2017). Paper Romance-An educational simulation game for learning papermaking with contextual scaffoldings for elementary students: The evaluation of learning performance and flow state. Paper presented at the 6th International Conference on Learning Technologies and Learning Environments (LTLE2017), Hamamatsu, Japan.
7. Li, M. C., Hou, H. T., Wu, Y. S., Chen, H., & Chou, Y. S. (2012). Exploring learners’ problem-solving behaviors in an educational game for computer assembly instruction: A preliminary study. Paper presented at the workshop of the 20th International Conference on Computers in Education (ICCE2012), Singapore.
8. Li, M. C., Hou, H. T., Kuo, Y. E., Yu, K. H., & Yang, C. H. (2011). Save the forests: A pilot study of a role-playing game for environmental education. Paper presented at the workshop of the 19th International Conference on Computers in Education (ICCE2011), Chiang Mai, Thailand.
9. Chu, K. K., Li, M. C., & Li, S. C. (2011). Does feedback mechanism affect students’ willingness and behaviors on questioning? Paper presented at the IADIS Multi Conference on Computer Science and Information Systems - E-Learning 2011, Rome, Italy.
10. Li, M. C., Hou, H. T., & Wu, S. Y. (2010). How blog is used in online problem-solving tasks: An exploratory case study. In E. Z. F. Liu, C. W. Huang, & H. C. Feng (Eds.), Proceedings of the 3rd International Conference of Web 2.0 and Education (ICWE2010), pp. 114-121. (Jhongli City, Taiwan) (Best Paper Award)
11. Li, M. C., & Chu, K. K. (2008). Web Arena: A real world feedback on students’ web design projects. In C. J. Bonk, M. M. Lee, & T. Reynolds (Eds.), Proceedings of the 13th World Conference on E-Learning in Corporate, Government, Healthcare, & Higher Education (E-Learn 2008), pp. 3776-3783. (Las Vegas, Nevada, USA)
12. Chu, K. K., Shen, T. C., & Li, M. C. (2008). SMART: An active portable security monitoring system. In Proceeding of the IADIS Multi Conference on Computer Science and Information Systems - Telecommunications, Networks and Systems 2008, pp. 110-113. (Amsterdam, Netherland)
13. Chu, K. K., Li, M. C., & Hsia, Y. T. (2007). Not Afraid to Ask. In Proceedings of the 7th IEEE International Conference on Advanced Learning Technologies (ICALT2007), pp. 600-604. (Niigata, Japan)
14. Chu, K. K., Li, M. C., Kuo, R., & Hsia, Y. T. (2006). BORGS: A system that supports synchronized surfing. In Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies (ICALT2006), pp. 293-295. (Kerkrade, Netherlands)
 
Chinese Journal Papers
1. 朱克剛、李明娟、夏延德(2007):利用電腦促進學生課堂提問之研究。教學科技與媒體,79,4-16。
 
Chinese Conference Papers
1. 辛佳珈,李明娟*,陳志銘,余字涵(2022)。具有影片字彙標註機制之遊戲式華語學習系統促進華語聽力學習成效之影響研究。第26屆全球華人計算機教育應用大會(GCCCE2022),2022/5/28-6/1。線上會議。
2. 林芯瑜,李明娟*,陳志銘,陳姵淳(2022)。具遊戲激勵機制之即時觀點比較線上討論板對於提升學習成效的影響研究。第26屆全球華人計算機教育應用大會(GCCCE2022),2022/5/28-6/1。線上會議。
3. 張閤豈,李明娟*,陳志銘,楊雅竹(2022)。遊戲式擴增實境導覽系統支援創客空間利用教育之研究。第26屆全球華人計算機教育應用大會(GCCCE2022),2022/5/28-6/1。線上會議。
4. 曾宇誠,李明娟*,陳志銘,黃慧君(2022)。整合微觀與鉅觀之即時回饋系統對於深化線上討論成效之影響研究。第26屆全球華人計算機教育應用大會(GCCCE2022),2022/5/28-6/1。線上會議。
5. 李明娟*、陳志銘、林子郁、吳東翰(2022)。具SOAR結構化筆記之合作閱讀標註對於學習者的閱讀理解成效之影響研究。第十七屆台灣數位學習發展研討會(TWELF2022),2022/3/24-25。台東,台灣。
6. 翁榮秀、李明娟*、陳志銘、李佳燕(2022)。網路合作問題導向學習對國中生生涯輔導課程學習成效之影響研究。第十七屆台灣數位學習發展研討會(TWELF2022),2022/3/24-25。台東,台灣。
7. 陳奕慈、李明娟*、陳志銘、陳冠霖(2022)。具主題式文本摘要萃取之線上討論工具發展與應用研究。第十七屆台灣數位學習發展研討會(TWELF2022),2022/3/24-25。台東,台灣。
8. 曾永慈、李明娟*、陳志銘、蔡宗飛(2022)。具合作腳本之合作閱讀標註與共筆議論文論證寫作模式以及學習成效評估研究。第十七屆台灣數位學習發展研討會(TWELF2022),2022/3/24-25。台東,台灣。
9. 涂家政、李明娟*、陳志銘、許知瑋(2021)。具排行榜激勵機制之英語單字學習App對於促進英語字彙學習成效之影響研究。第十六屆台灣數位學習發展研討會(TWELF2021),2021/3/25-26。宜蘭,台灣。
10. 廖怡婷、李明娟*、陳志銘、文俞捷(2021)。合作閱讀標註對於促進翻轉教學之成效影響研究。第十六屆台灣數位學習發展研討會(TWELF2021),2021/3/25-26。宜蘭,台灣。(最佳論文獎)
11. 鄧孟盈、李明娟*、陳志銘、郭智博(2021)。具遊戲激勵機制之影片日語學習系統發展與應用於提升企業員工語言學習成效之影響研究。第十六屆台灣數位學習發展研討會(TWELF2021),2021/3/25-26。宜蘭,台灣。
12. 房潁桑、侯惠澤、李明娟、陳怡婷(2018)。運用線索推論認知設計之地理科解謎桌上遊戲的設計與成效分析。第9届全球华人探究学习创新应用大会, The 9th Global Chinese Conference on Inquiry Learning : Innovations and Applications (GCCIL, 2018),2018/7/20-22。蘭州,中國。
13. 郭芝辰、侯惠澤、李明娟、林上瑜、黃玉如(2018):結合情境脈絡分析機制的素養導向英文教育桌上遊戲的設計與評估。The 9th Global Chinese Conference on Inquiry Learning : Innovations and Applications (GCCIL 2018),蘭州,中國。(優秀論文一等獎)
14. 李明霞、王嘉萍、王舒民、李承泰、李明娟、侯惠澤(2017):「微翻轉遊戲式學習教學模式」之行動研究: 應用密室逃脫數位教育遊戲輔助小學翻轉教學。第二十一屆全球華人計算機應用大會(GCCCE 2017),北京,中國。
15. 巫昶昕、李承泰、侯惠澤、李明娟(2017):結合配對機制與精熟學習策略之數位教育桌遊於高中化學沉澱教學之設計與評估。第二十一屆全球華人計算機應用大會(GCCCE 2017),北京,中國。
16. 林上瑜、李承泰、侯惠澤、李明娟(2017):運用街景遊戲編輯器設計情境式教學遊戲輔助高中英文科教學:心流與學習成效分析。第二十一屆全球華人計算機應用大會(GCCCE 2017),北京,中國。
17. 侯惠澤、林韋伸、李明娟、王嘉萍、沈秀君(2016):化學領域教育型桌上遊戲「化學事」之設計與遊戲評估:學習成效、心流投入與性別差異之分析。Global Chinese Conference on Innovation & Applications in Inquiry Learning (GCCIL 2016),深圳,中國。
18. 王舒民、李明娟、侯惠澤、王嘉萍、葉瑞煜(2016):運用密室遊戲編輯器與實景圖片開發化學實驗教學遊戲:學習成效與心流評估。第二十屆全球華人計算機教育應用大會(GCCCE 2016),2016/5,香港。
19. 陳昊暐、李明娟、王嘉萍、余采芳、侯惠澤(2015):銅病相連©-運用密室逃脫遊戲輔助化學氧還原概念習。Global Chinese Conference on Innovation & Applications in Inquiry Learning (GCCIL 2015),2015/7/10-12,無錫,中國。
20. 侯惠澤、李明娟、王嘉萍(2015):「微翻轉遊戲式教學模式」實施與案例分析:模擬遊戲輔助高中化學科翻轉教學。第十九屆全球華人計算機應用大會(GCCCE 2015)。台北市。
21. 朱克剛、李明娟、夏延德(2007):在學生網站實作過程中運用電腦提供真實世界回饋之研究。中華民國第二十三屆科學教育學術研討會。高雄市:國立高雄師範大學。
22. 馬柏梅、楊坤原、李明娟(2007):問題本位學習融入高職自然科學概論的課程發展與實踐之研究。中華民國第二十三屆科學教育學術研討會。高雄市:國立高雄師範大學。
 
Chinese Book and Book Chapters
1. 問題本位推動小組(金亭佑、葉峻佐、楊坤原、李明娟、馬柏梅、楊宜芸等人)合著(2008):問題本位學習手冊。中壢市:中原大學教育研究所教師專業成長中心暨科學解題與探究研究室。(ISBN:978-986-7383-32-7)
 
Academic Services
1. 第十六屆台灣數位學習發展研討會(2021 TWELF)論文發表主持人
2. Reviewer, Computers & Education (SSCI journal)
3. Reviewer, Journal of Science Education and Technology (SSCI journal)
4. Reviewer, Environmental Education Research (SSCI journal)
5. Reviewer, International Journal on Digital Learning Technology (數位學習科技期刊)
6. Reviewer, The 18th Global Chinese Conference on Computers in Education (GCCCE2014), sub-conference on Joyful Learning and Society
7. Reviewer, The 19th Global Chinese Conference on Computers in Education (GCCCE2015), sub-conference on Joyful Learning and Society
8. Reviewer, The 21th Global Chinese Conference on Computers in Education (GCCCE2017), GBL & Gamification Workshop
 
Research Awards
1. 最佳論文獎,第十六屆台灣數位學習發展研討會(2021 TWELF),宜蘭,台灣。
2. Outstanding Paper Award, 9th IIAI International Conference on Advanced Applied Informatics (IIAI AAI 2020).
3. Honorable Mention Award, 9th IIAI International Conference on Advanced Applied Informatics (IIAI AAI 2020).
4. 優秀論文一等獎,第9届全球华人探究学习创新应用大会,The 9th Global Chinese Conference on Inquiry Learning: Innovations and Applications (GCCIL 2018),蘭州,中國。
5. Best Paper Award, the 3rd International Conference of Web 2.0 and Education (ICWE2010), Jhongli City, Taiwan.
 
Other
1. 台灣資訊志工教育推廣協會監事 (2009~迄今)