Postdoctoral Fellow, Graduate Institute of Applied Science and Technology, National Taiwan University of Science and Technology, Taiwan
Degrees:
PhD., Graduate Institute of Applied Science and Technology, National Taiwan University of Science and Technology, Taiwan Master program in Toy and Game Design, Department of Digital Technology Design, National Taipei University of Education
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.
English Conference Papers
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.
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.