個人基本資料
   
姓名: 李承泰
職稱: 國立臺灣科技大學應用科技研究所 博士後研究員
學歷: 國立台灣科技大學應用科技研究所科學教育與數位學習組 博士
國立臺北教育大學玩具與遊戲設計研究所 碩士
聯絡方式: windctlee@gmail.com
研究興趣: 鷹架導向式遊戲式學習、教育桌遊、數位學習媒材設計、科技輔助學習
 
 
英文期刊論文
1. Li, C. -T., Hou, H. -T., Li, M. -C., & Kuo, C. -C. (2022). 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, 31(3), 321-332. (SSCI)
2. Li, C. -T., Hou, H. -T., & Lin, W. -S. (in press). Chemistry education board game based on cognitive mechanism: multi-dimensional evaluation of learners’ knowledge acquisition, flow and playing experience of board game materials. Research in Science & Technological Education, 1-22. (SSCI)
3. Li, C. -T., Hou, H. -T., & Lee, L. -H. (in press). Design of a dual-hierarchy scaffolding board game-based learning activity for EFL reading comprehension. Language Teaching Research, 1-29. (SSCI)
4. Li, C. -T. & Hou, H. -T (in press). Remote blended game-based learning: Integrating synchronous game-based learning with asynchronous inquiry-based learning. Journal of Science Education and Technology, 1-13.
5. Yeoh. C. -P., Li, C. -T., & Hou, H. -T (in press). Game-based collaborative scientific inquiry learning using realistic context and inquiry process-based multidimensional scaffolding. International Journal of Science Education, 1-23.
 
英文研討會論文
1. Li, C. -T., Lin, W. -Y., Hsu, P. -F., Hsieh, T. -R., Liu, G. -J., & Liang, J. -C. (2014). Exploring the relationships among college students' Internet-specific epistemology, self-regulation and online information searching strategy toward Internet-based learning. Paper presented at the 2014 annual meeting of Global Chinese Conference on Computers in Education (GCCCE 2014), Shanghai, China.
2. 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. Poster paper presented at the 6th International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2017), Hamamatsu, Japan.
3. Wang, S. -M., Chen, K. -T., Hou, H. -T., & Li, C. -T. (2017). A science history educational board game with augmented reality integrating collaborative problem solving and scaffolding strategies. Paper presented at the 25th International Conference on Computers in Education (ICCE 2017), Christchurch, New Zealand.
4. Li, C. -T., Yan, J. -W., & Hou, H. -T. (2017). Designing a 3D educational game integrated with situated learning and multiple scaffolding for organic chemistry learning. Poster paper presented at the 25th International Conference on Computers in Education (ICCE 2017), Christchurch, New Zealand.
5. Li, C. -T., Wang, P. -Y., Chen, K. -T., Kuo, C. -C., & Hou, H. -T. (2017). An augmented reality e ducational board game with situated learning and scaffolding teaching strategy for environmental protection issue. Poster paper presented at the 25th International Conference on Computers in Education (ICCE 2017), Christchurch, New Zealand.
6. Wen, Y. -H., Li, C. -T., Wu, S. -S., Hsieh, Y. -W., Liu, T. -Y., & Liang, J. -C. (2018). Exploring the relationships between medical graduate students' online judgmental standards of searching for literature and their searching strategies. Paper presented at the 2018 annual meeting of Global Chinese Conference on Computers in Education (GCCCE 2018), Canton, China.
7. Li, C. -T., Keng, S. -H., Li, Y. -Y., Fang, Y. -S., & Hou, H. -T. (2018). The development and evaluation of an educational board game integrated with augmented reality, role-playing, and situated cases for anti-drug education. Poster paper presented at the 26th International Conference on Computers in Education (ICCE 2018), Manila, Philippines.
8. Li, C. -T., Lee, M. -H., Lien, Y. -H., Huang, Y. -J., Wang, C. -P., & Hou, H. -T. (2019). A real escape gamification teaching activity integrated with situated learning and multi-dimensional scaffolding for elementary school social studies course. Poster paper presented at the 8th International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2019), Toyama, Japan.
9. Lien, Y. -H., Wang, C. -P., Wang, S. -M., Li, C. -T., & Hou, H. -T. (2019). Designing an escape room educational game and a game-based learning activity for science learning: Analysis of learning achievement and flow state. Poster paper presented at the 8th International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2019), Toyama, Japan.
10. Li, C. -T., Huang, Y. -J., Yeh, C. -M., Chen, W. -L., Chen, G. -Y., Cai, H. -X., Xu, W. -Q., & Hou, H. -T. (2020). Designing an escape room educational game for cardiopulmonary resuscitation training: The evaluation of learning achievement and flow state. Poster paper presented at the 9th International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2020). Online congress, Japan.
11. Wang, S. -M., Chen, Y. -C., Hou, H. -T., Hsu, H. -Y., & Li, C. -T. (2020). Exploring the Effects of Card Game-Based Gamification Instructional Activity on Learners’ Flow Experience, Learning Anxiety, and Performance– A Preliminary Study. Paper presented at the 28th International Conference on Computers in Education (ICCE 2020). Online congress.
12. Li, C. -T., Lee, L. -H., & Hou, H. -T. (2021). Designing an augmented reality educational board game learning activity with dual-scaffolding teaching strategy to enhance EFL reading comprehension. Poster paper presented at the 10th International Conference on Learning Technologies and Learning Environments (IIAI LTLE2021). Online congress, Japan. (IIAI AAI 2021 competitive poster paper award.)
13. Li, C. -T., Huang, Y. -J., Lai, Y. -R., Zheng, S. -T., Yang, P. -T., Wang, C. -J., & Hou, H. -T. (2021). Designing an augmented reality-based educational board game integrated with dual-scaffolding framework for high school history course: The evaluation of learning performance and flow state. Poster paper presented at the 10th International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2021). Online congress, Japan.
14. Li, C. -T., Wang, C. -P., & Hou, H. -T. (2022). Applying an escape room game in synchronous online learning activity: A preliminary analysis of learners’ learning achievement, flow and technology acceptance. Poster paper presented at the 11th International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2022). Kanazawa, Japan.
15. Li, C. -T., Huang, Y. -J., Huang, C. -H., Hsueh, C. -C., Li, C. -Y., & Hou, H. -T. (2024, July). A preliminary study of augmented reality educational board game integrated with sequence-based cognitive scaffolding for learning occupational characteristics and evolution. Poster paper presented at the 16th International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2024), Takamatsu, Japan.
16. Li, C. T., Chien, C. Y., Chen, L. A., Yin, L. F., Cheng, Y. J., Gun, Z. H., & Hou, H. T. (2024, July). Design a hierarchy contextual clue scaffolding oriented educational board game with mobile technology for understanding basic health care knowledge. Poster paper presented at the 16th International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2024), Takamatsu, Japan.
17. Li, C. T., Lee, L. H., & Hou, H. T. (2024, July). An educational simulation game integrated with generative AI as conversational contextual scaffolding for business English: A preliminary analysis of learning achievement, self-efficacy, and cognitive load. Poster paper presented at the 16th International Conference on Learning Technologies and Learning Environments (IIAI LTLE 2024), Takamatsu, Japan.
 
中文研討會論文
1. 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教育應用大會(GCCCE 2017),北京,中國。
2. 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教育應用大會(GCCCE 2017),北京,中國。
3. 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教育應用大會(GCCCE 2017),北京,中國。
4. 黃玉如、林上瑜、李承泰、侯惠澤 (2018)。以卡片遊戲、簡報與學習單搭配學生行動檢索任務之國中英文遊戲化教學活動。第二十二屆全球華人計算機教育應用大會(GCCCE 2018),廣州,中國。
5. 沈秀君、王嘉萍、林芙蓉、李承泰、王舒民、侯惠澤 (2018)。運用整合卡片遊戲、簡報科技與學習單之「卡簡單」 遊戲化教學活動輔助高中化學科教學之行動研究。第二十二屆全球華人計算機教育應用大會(GCCCE 2018),廣州,中國。
6. 陳鈺郿、王雅鈴、李承泰、侯惠澤 (2018)。結合情境學習與多元鷹架之電腦輔助遊戲化教學活動輔助國中地理科教學:學習成效、心流與態度分析。第二十二屆全球華人計算機教育應用大會(GCCCE 2018),廣州,中國。
7. 陳俊穎、李承泰、侯惠澤 (2019)。結合協作學習、鷹架策略與Google Form技術之高中生物科遊戲化教學活動。第二十三屆全球華人計算機教育應用大會(GCCCE 2019),武漢,中國。
8. 陳秋雯、李承泰、侯惠澤 (2019)。以行動檢索任務搭配卡片遊戲_簡報與學習單之國中地球科學遊戲化教學活動設計與評估。第二十三屆全球華人計算機教育應用大會(GCCCE 2019),武漢,中國。
9. 黃思敏、李承泰、王舒民、侯惠澤 (2019)。運用卡片遊戲與QR線索的情境式遊戲化國文科教學活動之行動研究。第二十三屆全球華人計算機教育應用大會(GCCCE 2019),武漢,中國。
10. 王嘉萍、王舒民、沈秀君、林芙蓉、李承泰、侯惠澤 (2019)。應用卡片遊戲結合行動科技解題任務之化學科微翻轉教學活動。第二十三屆全球華人計算機教育應用大會(GCCCE 2019),武漢,中國。
11. 陳梅芬、王舒民、李承泰、侯惠澤 (2019)。運用「卡簡單」遊戲化教學與Nearpod學習平台輔助國中數學等差級數學習。第二十三屆全球華人計算機教育應用大會(GCCCE 2019),武漢,中國。
 
中文專書及專書論文
1. 侯惠澤、李承泰、何嬿婷、簡志忠(2024)。Gather Town遠距情境式解謎遊戲設計。新北市,台科大圖書。
 
學術服務
1. Reviewer, Computers & Education (SSCI journal)
2. Reviewer, Research in Science & Technological Education (SSCI journal)
3. Reviewer, Research and Practice in Technology Enhanced Learning (ESCI journal)