Professor, Bachelor Program of Interdisciplinary Studies, National Taichung University of Education, Taiwan
Degrees:
Doctor of Philosophy, Graduate Institute of Applied Science and Technology, National Taiwan University of Science and Technology, Taiwan.
Master of Education, Graduate Institute of Mathematics and Computer Science Education, Taipei Municipal University of Education, Taiwan..
Master of Education, Graduate Institute of Science Education, Taipei Municipal Teacher College, Taiwan..
Bachelor of Education, Department of Mathematics and Science Education, Taipei Municipal Teacher College, Taiwan.
Mobile Learning, Technology-Enhanced Science Learning, Digital Game-Based Learning, Computerized Testing and Assessment
English Journal Paper
1.
Koong, C.-S., Tseng, H.-C., & Chen, C.-H.* (2026). Effects of incorporating dynamic assessment into a role-playing game on students’ English grammar achievements and intrinsic motivation. Innovation in Language Learning and Teaching, advance online publication. https://doi.org/10.1080/17501229.2026.2730677 (SSCI journal).
2.
Chiu, S.-K., Hwang, G.-J., Hsia, L.-H.*, Chen, C.-H., & Hwang, G.-H. (2026). Virtual reality-facilitated creative thinking mapping to enhance performance skills, choreographic creative expression, and collective self-efficacy in performing arts programs: An experiential learning theory perspective. Journal of Educational Computing Research, advance online publication https://doi.org/10.1177/07356331261477592 (SSCI journal).
3.
Chen, C.-H. (2026). The roles of cognitive and metacognitive strategies in game-based virtual reality learning. Computers & Education, 242, Article 105512. https://doi.org/10.1016/j.compedu.2025.105512 (SSCI journal).
4.
Chen, C.-H., Fei, H.-Y., & Tsai, C.-C.* (2026). Hierarchical analysis of in-service teachers’ barriers to technology-integrated instruction: A review of 2000–2024 publications. Computers & Education, 242, Article 105509. https://doi.org/10.1016/j.compedu.2025.105509. (SSCI journal).
5.
Yang, C.-W., Huang, J., Chiu, M.-C. *, & Chen, C.-H. (2026). Effects of virtual reality game‐assisted inquiry‐based learning on bilingual visual arts education. Journal of Computer Assisted Learning, 42(1), Article e70182. https://doi.org/10.1002/jcal.70182 (SSCI journal).
6.
Chen, C.-H.*, & Shih, D.-J. (2025). Facilitating EFL students’ class engagement, motivation, self-efficacy, and achievements: adopting differentiated instruction in self-regulated flipped learning. Educational Technology Research and Development, 73, 3201–3221. https://doi.org/10.1007/s11423-025-10520-y (SSCI journal).
7.
Tsao, C.-J., Chang, C.-S., & Chen, C.-H.* (2025). Influence of a two-tier test and self-efficacy on students’ problem-solving tendencies, knowledge gains, cognitive load, and behaviors in a game-based learning context. Journal of Educational Computing Research, 63(6), 1402–1429. https://doi.org/10.1177/07356331251345601 (SSCI journal).
8.
Koong, C.-S., Chen, C.-H., Chen, Y.-T., & Hwang, G.-H.* (2025). Impact of mobile technology‐integrated dynamic assessment on students' music rhythm learning. Journal of Computer Assisted Learning, 41(2), Article e70018. https://doi.org/10.1111/jcal.70018 (SSCI journal).
9.
Chang, T.-S., Tzeng, Y.-L.*, Teng, Y.-K., & Chen, C.-H. (2025). Effectiveness of an E-book in enhancing knowledge, coping behaviors and preventive strategies for sexual harassment prevention among new nurses: A randomized controlled study. Nurse Education in Practice, 82, Article 104198. https://doi.org/10.1016/j.nepr.2024.104198 (SSCI journal).
10.
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).
11.
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).
12.
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).
13.
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).
14.
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).
15.
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).
16.
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).
17.
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).
18.
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).
19.
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).
20.
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).
21.
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.
22.
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).
23.
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).
24.
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).
25.
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).
26.
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).
27.
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).
28.
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).
English Conference Paper
1.
Wang, Y.-C., Liu, C.-C., & Chen, C.-H. (2026, March 30–April 3). A generative AI-assisted 5E inquiry-based learning framework for elementary school physical education [Conference presentation]. The 7th International Conference on Learning Environment and Educational Technology (LEET 2026), Kyushu University, Fukuoka, Japan.
2.
Ho, Y.-C., Hsia, L.-H., Lin, Y.-N., Lin, C.-H., Hwang, G.-J., & Chen, C.-H. (2026, March 30–April 3). AI-facilitated peer-assisted learning for somatic practice performance: Insights from self-determination theory [Conference presentation]. The 7th International Conference on Learning Environment and Educational Technology (LEET 2026), Kyushu University, Fukuoka, Japan.
3.
Tsai, A.-N., Lai, I.-A., Chang, E.-T., Huang, K.-N., & Chen, C.-H. (2026, March 30–April 3). A generative AI-assisted role-playing game-based learning approach to promoting students’ science learning [Conference presentation]. The 7th International Conference on Learning Environment and Educational Technology (LEET 2026), Fukuoka, Japan.
4.
Chang, E.-T.*, & Chen, C.-H. (2025, September). A game-based virtual reality context with cognitive prompts to support students’ problem-solving and cognitive load management. Paper presented at the 1st International Conference on Learning Evidence and Analytics (ICLEA 2025), Fukuoka, Japan.
5.
Chang, E.-T.*, & Chen, C.-H. (2025, April). Integrating cognitive prompts into virtual reality inquiry games: Advancing science learning outcomes. Paper presented at the 6th International Conference on Learning Environment and Educational Technology (LEET), Fukuoka, Japan.
6.
Tsai, A.-N.*, Huang, K.-N., & Chen, C.-H. (2025, April). Development of an integrated learning system combining mindtools and generative AI in a mobile role-playing inquiry-based game. Paper presented at the 6th International Conference on Learning Environment and Educational Technology (LEET), Fukuoka, Japan.
7.
Liu, T.-W.*, & Chen, C.-H. (2025, April). Effects of AI-based concept mapping problem-posing strategies on students' social studies learning achievement and cognitive load. Paper presented at the 6th International Conference on Learning Environment and Educational Technology (LEET), Fukuoka, Japan.
8.
Huang, K.-N.*, Tsai, A.-N., Chiu, S.-K., Hwang, G.-H., Hsia, L.-H., & Chen, C.-H. (2025, April). Influences of an SVVR-based experiential learning model on students’ learning. Paper presented at the 6th International Conference on Learning Environment and Educational Technology (LEET), Fukuoka, Japan.
9.
Hwang, G.-H., Chen, S.-Y.*, Hsia, L.-H., & Chen, C.-H. (2025, April). Impacts of immersive virtual reality on elementary school students' learning outcomes, flow experience, cognitive load, and willingness to participate in environmental protection in marine ecology. Paper presented at the 6th International Conference on Learning Environment and Educational Technology (LEET), Fukuoka, Japan.
10.
Chen, B.-H., Chen, L.-H., Chen, C.-C.*, & Chen, C. H. (2021, October). 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.
11.
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.
12.
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.
13.
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).
14.
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).
15.
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.
16.
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.
17.
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).
18.
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).