Chen, C.-H.*, & Chu, Y.-R. (2024). VR-assisted inquiry-based learning to promote students’ science learning achievements, sense of presence, and global perspectives. Education and Information Technologies, Advance online publication. https://doi.org/10.1007/s10639-024-12620-3 (SSCI journal).
2.
Chen, C.-H.*, & Syu, J.-Y. (2024). Effects of integrating a role‐playing game into a virtual reality‐based learning approach on students' perceptions of immersion, self‐efficacy, learning motivation and achievements. British Journal of Educational Technology, Advance online publication. https://doi.org/10.1111/bjet.134362 (SSCI journal).
3.
Chen, C.-H.*, & Chung, H.-Y. (2024). Fostering computational thinking and problem-Solving in programming: Integrating concept maps into robot block-based programming. Journal of Educational Computing Research, 62(1), 406–427. https://doi.org/10.1177/07356331231205052 (SSCI journal).
4.
Cheng, S.-C., Hwang, G.-J.*, & Chen, C. H. (2024). Fostering students’ scientific literacy by reflective questioning: An identification, summarization, self-reflective questioning, and application (ISSA)-based flipped learning approach. Education and Information Technologies, 29(6), 7081–7104. https://doi.org/10.1007/s10639-023-12121-9 (SSCI journal).
5.
Iku-Silan, A., Hwang, G.-J.*, & Chen, C.-H.** (2023). Decision-guided chatbots and cognitive styles in interdisciplinary learning. Computers & Education, 201, Article 104812. https://doi.org/10.1016/j.compedu.2023.104812 (SSCI journal).
6.
Hwang, G.-J., Chen, C.-H.* & Chen, W.-H. (2022). A concept mapping-based prediction-observation-explanation approach to promoting students’ flipped learning achievements and perceptions. Educational Technology Research and Development, 70, 1497–1516 (SSCI journal).
7.
Chen, C.-H.*, Koong, C.-S., & Liao, C. (2022). Influences of Integrating dynamic assessment into a speech recognition learning design to support students’ English speaking skills, learning anxiety and cognitive load. Educational Technology & Society, 25(1), 1–14. (SSCI journal).
8.
Chen, C.-H., & Tsai, C.-C.* (2021). In-service teachers' conceptions of mobile technology-integrated instruction: Tendency towards student-centered learning. Computers & Education, 170, 104224. (SSCI journal).
9.
Chen, C.-H. (2020). Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning. Educational Technology Research and Development, 68(6), 3057–3076. (SSCI journal).
10.
Chen, C.-H. (2020). AR videos as scaffolding to foster students’ learning achievements and motivation in EFL learning. British Journal of Educational Technology, 51(3), 657–672. (SSCI journal).
11.
Cheng, S.-C., Hwang, G.-J., & Chen, C.-H.* (2019). From reflective observation to active learning: A mobile experiential learning approach for environmental science education. British Journal of Educational Technology, 50(5), 2251–2270. (SSCI journal).
12.
Hwang, G.-J., Lee, H.-Y., & Chen, C.-H.* (2019). Lessons learned from integrating concept mapping and gaming approaches into learning scenarios using mobile devices: analysis of an activity for a geology course. International Journal of Mobile Learning and Organisation, 13(3), 286–308.
13.
Lai, A.-F., Chen, C.-H.*, & Lee, G.-Y. (2019). An augmented reality‐based learning approach to enhancing students’ science reading performances from the perspective of the cognitive load theory. British Journal of Educational Technology, 50(1), 232–247. (SSCI journal).
14.
Wu, P.-H., Hwang, G.-J.*, Yang, M.-L., & Chen, C.-H. (2018). Impacts of integrating the repertory grid into an augmented reality-based learning design on students’ learning achievements, cognitive load and degree of satisfaction. Interactive Learning Environments, 26(2), 221–234. (SSCI journal).
15.
Hwang, G.-J., & Chen, C.-H.* (2017). Influences of an inquiry‐based ubiquitous gaming design on students’ learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving. British Journal of Educational Technology, 48(4), 950–971. (SSCI journal).
16.
Chen, C.-H., & Hwang, G.-J.* (2017). Effects of team competition-based ubiquitous gaming approach on students’ interactive patterns, collective efficacy and awareness of collaboration and communication. Educational Technology & Society, 20(1), 87–98. (SSCI journal).
17.
Chen, C.-H., Liu, G.-Z., & Hwang, G.-J.* (2016). Interaction between gaming and multistage guiding strategies on students’ field trip mobile learning performance and motivation. British Journal of Educational Technology, 47(6), 1032–1050. (SSCI journal).
18.
Hwang, G.-J.*, Chiu, L.-Y., & Chen, C.-H. (2015). A contextual game-based learning approach to improving students’ inquiry-based learning performance in Social Studies courses. Computers & Education, 81, 13-25. (SSCI journal).
19.
Chen, C.-H., Hwang, G.-J.*, & Tsai, C.-H. (2014). A progressive prompting approach to conducting context-aware learning activities for natural science Courses. Interacting with Computers, 26(4), 348–359. (SSCI journal).
英文研討會論文
1.
Chen, B.-H., Chen, L.-H., Chen, C.-C.*, & Chen, C. H. (2021, Otc). The influence of programming robot learning mode based on conceptual composition on college students' computational thinking. Paper presented at the 3rd IEEE Eurasia conference on IOT, communication and engineering 2021 (IEEE ECICE 2021), Yunlin, Taiwan.
2.
Chen, C.-H.*, & Shih, D.-J. (2021, July). Promoting EFL students’ metacognition and self-efficacy in differentiated instruction: a self-regulated flipped learning approach. Paper presented at the 2021 International Conference on Open and Innovative Education (ICOIE 2021), Hong Kong, China.
3.
Chen, C.-H., & Tsai, C.-C.* (2019, November). Exploring elementary school students’ justification belief and perceptions in a mobile role-playing game-based learning environment. Paper will present at The Third International Conference for “Personal Epistemology and Learning in Digital Age”, Taipei, Taiwan.
4.
Hwang, G.-J., & Chen, C.-H.* (2016, September). Improving learning achievements, collective efficacy and flow with a collaborative mobile role-playing game. In the international workshop on technology‐enhanced collaborative learning (TECL 2016) In conjunction with CRIWG/CollabTech 2016 (vol. 1, p. 14).
5.
Chang, L.-Y., Lee, I.-H., & Chen, C.-H.* (2016, September). Effects of an intercultural collaborative inquiry approach on students’ learning strategies and motivation and perceptions of collaboration. In the international workshop on technology‐enhanced collaborative learning (TECL 2016) In conjunction with CRIWG/CollabTech 2016 (Vol. 1, p. 18).
6.
Chen, C.-H*., & Hwang, G.-J. (2015). Improving learning achievements, motivations and flow with a progressive prompt-based mobile gaming approach, paper presented at the 4th international conference on learning technologies and learning environments (LTLE2015), Okayama, Japan.
7.
Chen, C.-H*., Chiu, L.-Y., Lee, H.-Y., Liu, G.-J., Wang, S.-Y. (2014). Elementary school teachers’ educational beliefs impact on the level of integrating digital games for teaching, Paper presented at the Global Chinese Conference on Computers in Education (GCCCE 2014), Shanghai, China.
8.
Lai, A.-F.*, Chen, C.-H., & Lai, H.-Y (2011). The development of U-PBL management system and its initial experiment on elementary science learning. Paper presented at the electrical and control engineering (ICECE 2011), Yichang, China. (In Chinese) (EI).
9.
Lai, A.-F., Chen, C.-H., & Lai, H.-Y (2010). Implementation of web-based dynamic assessment system and its application on Science learning. Paper presented at 10th IEEE international conference on advanced learning technologies (ICALT 2010), Sousse, Tunisia. (EI).