Chen, C,-M, Li, M. C., & Tu, C.-C. (2024). A mixed reality-based chemistry experiment learning system to facilitate chemical laboratory safety education.Journal of Science Education and Technology. https://doi.org/10.1007/s10956-024-10101-3
2.
Chen, C. M., Li, M. C., & Liao, C. K. (2023). Developing a collaborative writing system with visualization interaction network analysis to facilitate online learning performance. Interactive Learning Environments, 31(9), 6054-6073. https://www.tandfonline.com/doi/full/10.1080/10494820.2022.2028851
3.
Chen, C.-M., Li, M. C., & Kuo, C.-P. (2023). A game-based learning system based on octalysis gamification framework to promote employees’ Japanese learning. Computers & Education, 205, 104899. https://www.sciencedirect.com/science/article/abs/pii/S0360131523001768
4.
Chen, C. M., Li, M. C., & Huang, Y. L. (2023, May). Developing an Instant Semantic Analysis and Feedback System to facilitate learning performance of online discussion. Interactive Learning Environments, 31(3), 1402-1420. https://www.tandfonline.com/doi/full/10.1080/10494820.2020.1839505
5.
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
6.
Chen, C. M., Li, M. C., & Lin, M. F. (2022). The effects of video-annotated learning and reviewing system with vocabulary learning mechanism on English listening comprehension and technology acceptance. Computer Assisted Language Learning, 35(7), 1557–1593. https://doi.org/10.1080/09588221.2020.1825093
7.
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. Asia-Pacific Education Researcher, 31(3), 321-332. doi:10.1007/s40299-021-00573-x
8.
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
9.
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
10.
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.
11.
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.
12.
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
13.
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
英文研討會論文
1.
Li, M. C., Tsai, C.-C., & Hou, H. T. (2024, Jul). Parent-child interaction in game-based learning. Paper presented at the 16th International Conference on Learning Technologies and Learning Environments (LTLE2024), Takamatsu, Japan. (Outstanding Paper Award)
2.
Chiu, S.-H., Li, M. C., Chen, C.-M., & Kuo, F.-H. (2024, Jul). The impact of collaborative digital reading annotation system on learning performance and motivation in solving mathematical application problems. Paper presented at the 16th International Conference on Learning Technologies and Learning Environments (LTLE2024), Takamatsu, Japan. (Outstanding Short Paper Award)
3.
Chien, L.-E., Li, M. C., Chen, C. M., & Huang, H.-C. (2024, Jul). Developing a meso-viewpoint discussion system to promote online learning performance. Paper presented at the 16th International Conference on Learning Technologies and Learning Environments (LTLE2024), Takamatsu, Japan. (Honorable Mention Award)
4.
Dai, W.-J., Li, M. C., Chen, C. M., & Huang, M.-Y. (2024, Jul). Empowering elementary students’ Scratch programming skills through a jigsaw collaborative learning method in a metaverse virtual space. Paper presented at the 16th International Conference on Learning Technologies and Learning Environments (LTLE2024), Takamatsu, Japan.
5.
Liang, C.-Y., Li, M. C., Chen, C. M., & Lin, C.-Y. (2024, Jul). Exploring relationships between people and organizations: A digital humanities research tool based on AI technology for knowledge graph analysis. Paper presented at the 18th International Conference on E-Service and Knowledge Management (ESKM 2024), Takamatsu, Japan.
6.
Chang, T.-F., Li, M. C., Chen, C. M., & Chen, X.-X. (2024, Jul). A tool for associative text analysis to enhance efficiency in exploring historical texts. Paper presented at the 18th International Conference on E-Service and Knowledge Management (ESKM 2024), Takamatsu, Japan. (Honorable Mention Award)
7.
Guo, P.-Y., Li, M. C., Chen, C.-M., & Chen, C.-Y. (2023). Inquiry-based learning with a digital humanities research platform’s support to facilitate students’ historical learning performance and satisfaction. Poster will be presented at the 14th International Conference on Learning Technologies and Learning Environments (LTLE2023), Koriyama, Japan.
8.
Lin, M.-F., Li, M. C., Chen, C.-M., & Tu, C.-C. (2023). A cyber-physical mixed reality system to facilitate chemical laboratory safety education. Paper presented at the 14th International Conference on Learning Technologies and Learning Environments (LTLE2023), Koriyama, Japan. (Honorable Mention Award)
9.
Liu, T.-Y., Li, M. C., Chen, C.-M., & Hsu, W.-T. (2023). Enhancing learning performance with interactive test dashboard and diagnostic feedback mechanisms. Paper presented at the 14th International Conference on Learning Technologies and Learning Environments (LTLE2023), Koriyama, Japan. (Competitive Paper Award)
10.
Lo, Y.-H., Li, M. C., Chen, C.-M., & Liao, C.-K. (2023). Developing a collaborative writing system with visualization interaction network analysis to facilitate online learning performance and technology acceptance. Paper will be presented at the 14th International Conference on Learning Technologies and Learning Environments (LTLE2023), Koriyama, Japan. (Best Paper Award)
11.
Pan, Y.-Y., Li, M. C., Chen, C.-M., & Chen, Y.-T. (2023). The effects of web-based inquiry learning mode with the support of collaborative digital reading annotation system on information literacy learning effectiveness and technology acceptance. Paper will be presented at the 14th International Conference on Learning Technologies and Learning Environments (LTLE2023), Koriyama, Japan. (Honorable Mention Award)
12.
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.
13.
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)
14.
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.
15.
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)
16.
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.
17.
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.
18.
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.
19.
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.
20.
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.
21.
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)
22.
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)
23.
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)
24.
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)
25.
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)
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)
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。