Name: Wang, Shu-Ming
Position: Professor, Department of Information Management, Chinese Culture University
Vice President for Information Services, Chinese Culture University
Degrees: Ph.D of Management, Department of Information Management, National Taiwan University of Science and Technology (2003.9~2008.12)
Master of Business Administration, Department of Information Management, National Taiwan University of Science and Technology (2001.9~2003.6)
Contact: scottie.wang@gmail.com/wsm6@faculty.pccu.edu.tw
Interest of research: Behavioral pattern analysis, e-learning, Electronic commerce, Online consumer behavior, Information technology management
 
 
English Journal Papers
1. Wu, S.-Y., & Wang, S.-M. (2020). Exploring the effects of gender grouping and the cognitive processing patterns of a Facebook-based online collaborative learning activity. Interactive Learning Environments, 1-15.
2. Wang, S.-M., Wu, C. -H., & Hou, H.-T. (2019). Integrating Broad Game Elements, Collaborative Discussion, and Mobile Technology to a Gamification Instructional Activity - A Case of High School Chemical Course. International Journal of Learning Technologies and Learning Environments, 2(2), 11-20.
3. Lin, Y.- C, Hsieh, Y. -H, Hou, H. -T., & Wang, S.-M. (2019). Exploring students’ learning and gaming performance as well as attention through a drill-based gaming experience for environmental education. Journal of Computers in Education, 6(3), 315-324.
4. Wang, S.-M, Hou, H.-T., & Wu, S.Y., (2017). Analyzing The Knowledge Construction and Cognitive Patterns of Blog-Based Instructional Activities Using Four Frequent Interactive Strategies (Problem Solving, Peer Assessment, Role Playing and Peer Tutoring): A Preliminary Study. Educational Technology Research and Development, 65(2), 301-323.
5. Hou, H.-T., Wang, S.-M., Lin, P.-C., & Chang, K.-E. (2015). Exploring the Learner’s Knowledge Construction and Cognitive Patterns of Different Asynchronous Platforms: Comparison of an Online Discussion Forum and Facebook. Innovations in Education and Teaching International, 52(6), 610-620. (SSCI)
6. Hou, H.-T. & Wang, S.-M. (2015). Analyzing Students’ Cognitive Processing Patterns of A Socioscientific Issue Learning Activity with Online Discussion from A Process Perspective Results of Quantitative Content Analysis and Lag Sequential Analysis, Information Engineering Express, 1(3), 49-58.
7. Lin, P.-C., Hou, H.-T, Wang, S.-M., & Chang, K.-E. (2013). Analyzing knowledge dimensions and cognitive process of a project-based online discussion instructional activity using Facebook in an adult and continuing education course. Computers & Education, 60(1), 110-121. (SSCI)
8. Wang, S.-M., & Lin, C.-C. (2011). The effect of Social Influence on the bloggers’ usage intention. Online Information Review, 35(1), 50-65. (SSCI)
9. Lu, H.-P., & Wang, S.-M. (2008). The role of Internet addiction in online game loyalty: an exploratory study. Internet Research, 18, 499-519. (SCI) (Corresponding author)
 
English Conference Papers
1. Wang, S.-M., Chen, Y.-C., Hou, H.-T., Hsu, H.-Y. & Li, C.-T., Exploring the Effects of Card Game-Based Gamification Instructional Activity on Learners’ Flow Experience, Learning Anxiety, and Performance – A Preliminary Study, The 28th International Conference on Computers in Education (ICCE 2020), Sydney, Australia, November 2020.
2. Hsiao., C. S.-W., Wang, S.-M., & Hou, H.-T. Magic Cube: Development of a Mobile Educational Game for Training Learners’ Spatial Reasoning Ability, The 8th International Conference on Learning Technologies and Learning Environments, LTLE 2019, Toyama, Japan, July 2019.
3. Lien, Y.-H., Wang, C.-P., Wang, S.-M., Li, C.-T., & Hou, H.-T., Designing an Escape Room Educational Game and a Game-based Learning Activity for Science Learning: Analysis of Learning Achievement and Flow State, The 8th International Conference on Learning Technologies and Learning Environments, LTLE 2019, Toyama, Japan, July 2019.
4. Huang, C.-Y., Lin, H.-T., Wang, S.-M., & Hou, H.-T. Designing a Gamified Activity With Visual Representation-Based Scenario and Technology-Based Scaffolding for Learning Electric Potential, IEEE International Conference on Consumer Electronics - Taiwan (ICCE-TW), Yilan, Taiwan, May, 2019.
5. Wang, P.-Y., Lin, H.-T., Wang, S.-M., & Hou, H.-T. The Development and Evaluation of an Educational Board Game With Augmented Reality Integrating Contextual Clues as Multi-Level Scaffolding for Learning Ecosystem Concepts, IEEE International Conference on Consumer Electronics - Taiwan (ICCE-TW), Yilan, Taiwan, May, 2019.
6. Kou, C.-C., Wang, S.-M., Har, K.-C., Wu, C.-H., & Hou, H.-T. The Development and Preliminary Evaluation of a Chemistry Educational Virtual Reality Game with Authentic Manipulation and Situated Learning, The 26th International Conference on Computers in Education, ICCE 2018, Manila, Philippine, November 2018.
7. Wang, S.-M., & Yeh, P.-C. Smart Space and Service Management with IoT Architecture – An Application in Educational Context, The 1st International Cognitive Cities Conference (IC3 2018), Okinawa, Japan, August, 2018.
8. Wu, C.-H., Chen, C.-C., Wang, S.-M., & Hou, H.-T. The Design and Evaluation of a Gamification Teaching Activity using Board Game and QR Code for Organic Chemical Structure and Functional Groups Learning, The 7th International Conference on Learning Technologies and Learning Environments, LTLE 2018, Yonako, Japan, July 2018.
9. Wang, S.-M., Chen, K.-T., Hou, H.-T., & Li, C.-T. A science history educational board game with augmented reality integrating collaborative problem solving and scaffolding strategies, The 25th International Conference on Computers in Education, ICCE 2017, Christchurch, New Zealand, December 2017.
10. Wang, S.-M., H. H.-Y., Keng, S.-H., & Hou, H.-T. The Development and Preliminary Evaluation of a Street View-based Educational Game - “Guarding Ka-lah-a© ”, The 25th International Conference on Computers in Education, ICCE 2017, Christchurch, New Zealand, December 2017.
11. Lin, F.-J., Wang, C.-P., Zhung, H.-C., Wang, H.-Y., Wang, S.-M., Li, C.-T., Li, Li, M.-C., & Hou, H.-T. Paper Romance©-An Educational Simulation Game for Learning Papermaking With Contextual Scaffoldings for Elementary Students: The Evaluation of Learning Performance and Flow State, The 6th International Conference on Learning Technologies and Learning Environments, LTLE 2017, Hamamatsu, Japan, July 2017.
12. Wang, S.-M., Hou, H.-T., & Chang, S.-P. Preliminary Creative Process Exploration of Learners’ Behavioral Patterns in a Collaborative Green Building Design Learning Activity Using Minecraft, The 23th International Conference on Computers in Education, ICCE 2015, HangZhou, China, November 2015.
13. Hou, H.-T. & Wang, S.-M. Analyzing Students’ Cognitive Processing Patterns of A Socioscientific Issue Learning Activity with Online Discussion- A Preliminary Result of Lag Sequential Analysis, The 4th International Conference on Learning Technologies and Learning Environments, LTLE 2015, Okayama, Japan, July 2015.
14. Hou, H.-T., Wang, S.-M., Yu, H.-H. and Liu, S.-H. (2014) The Development and Evaluation of an Educational Game- Shimmer with Computer Visualization for Optics Learning, The 22th International Conference on Computers in Education, ICCE 2014, Nara, Japan, November 2014.
15. Wang, S.-M. (2014) A Module-Based Learning Analytics System for Facebook Supported Collaborative Creativity Learning, 2014 IEEE 14th International Conference on Advanced Learning Technologies (2014 ICALT), Athens, Greece, August 2014.
16. Wang, S.-M. and Hou, H.-T. (2014) Exploring Learners’ Cognitive Processing Behavioral Patterns of A Collaborative Creativity Project Using Facebook to Support the Online Discussion, 2014 IEEE 14th International Conference on Advanced Learning Technologies (2014 ICALT), Athens, Greece, August 2014.
17. Hou, H.-T., Wang, S.-M., and Tsai, D.-S. (2013) he Development and Evaluation of a 3D Simulation Game for Chemistry Learning: Exploration of Learners’ Flow, Acceptance, and Sense of Directions, The 21th International Conference on Computers in Education, ICCE 2013, Bali, Indonesia, November 2013.
18. Wang, S.-M. (2013). Exploring the factors influencing the usage intention of Facebook fan page – A preliminary study. The 19th Americas Conference on Information Systems, AMCIS 2013, Chicago, USA, August, 2013.
19. Wang, S.-M., & Hou, H.-T. (2012). Exploring the effect of incorporating Facebook with project based learning activity on learners’ creativity - A preliminary investigation. The 20th International Conference on Computers in Education, ICCE 2012, Singapore, November, 2012.
20. Wang, S.-M., & Yu, H.-J. (2012). Build customer loyalty using Microblog – A relationship perspective. The 18th Americas Conference on Information Systems, AMCIS 2012, Seattle, USA, August, 2012.
21. Lin, P.-C, Hou, H.-T, Chang, K.-E., & Wang, S.-M. (2011). Analyzing inowledge construction behavior of a project based online discussion instructional activity using Facebook – An example of art course of adult and continuing education. The 19th International Conference on Computers in Education, ICCE 2011, Chiang Mai, Thailand, December, 2011.
22. Lin, P.-C, Wang, S.-M., & Lu, H.K. (2011). Examining the effects of and students’ perception toward the simulation-based learning. The 2011 2nd International Congress on Computer Applications and Computational Science (CACS 2011), Bali, Indonesia, November, 2011. (Corresponding Author)
23. Wang, S-M., & Shen, K.-Y. (2011). Examining Critical Survival Factors of Nascent Start-Ups – Combining Qualitative and Quantitative Approaches. Eurasia Business and Economics Society (EBES) 2011 Conference, Istanbul, Turkey, June, 2011.
24. Wang, S. -M., & Lin, C. -C. (2009). The effect of social influence on the bloggers’ usage intention. 19th International Conference on Pacific Rim Management, Association for the Chinese Management Educators (ACME) 2009 Annual Meeting, San Francisco.
25. Luor, T.-Y., Lu, H.-P., & Wang, S.-M. (2007). Investor differences between stock markets and money markets on the acceptance of E-commerce: An empirical study, International Conference on Information Technology and Management ICITM2007, Hong Kong.
 
Chinese Journal Papers
1. 王舒民、林娟娟、簡子晴、鄒仁淳,「由任務科技配適度觀點探討司法人員資訊系統使用與工作績效之影響因子」,臺大管理論叢,第26卷,第2期,2016,P.273-302。
2. 翁振銘、王舒民、林娟娟,「影響行動即時通訊服務採用行為因素之研究」,電子商務研究,第八卷,第四期,2010,pp. 521-544。
3. 林娟娟、林禹均、王舒民,「網路消費者的知覺風險對其購買態度及意願之研究-以網路購物經驗與退貨經驗為調節變數」,電子商務研究,第八卷,第一期,2010,pp 29-55。
 
Chinese Conference Papers
1. 巫昶昕、林芙蓉、王品翔、王舒民、侯惠澤,利用教育桌遊對高中化學計量單位進行遊戲化教學活動之設計與評估,第十屆全球華人探究學習創新應用大會(GCCIL 2019),中國北京,2019年7月。
2. 林欣達、 姚述瑜、賴佳禧、王舒民、侯惠澤,運用卡簡單遊戲化教學模式於高中物理原子結構課程教學活動設計與評估,第十屆全球華人探究學習創新應用大會(GCCIL 2019),中國北京,2019年7月。
3. 沈秀君、王嘉萍、林芙蓉、李承泰、王舒民、侯惠澤,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),中國廣州,2018年5月。
4. 李明霞,王嘉萍,王舒民,侯惠澤,李承泰,李明娟,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,第二十一屆全球華人計算機教育應用大會(GCCCE 2017),中國北京,2017年5月。
5. 胡家榛、王舒民,探討社群媒體中之訊息類型對於消費者購買決策影響-以Facebook為例,第十二屆知識社群研討會(KC2016),台北市,2016年5月。
6. 黃明毅、王舒民,品牌社群參與度對認同度及品牌忠誠度之影響,第十二屆知識社群研討會(KC2016),台北市,2016年5月。
7. 王舒民、李明娟、侯惠澤、王嘉萍、葉瑞煜,運用密室遊戲編輯器與實景圖片開發化學實驗教學遊戲:學習成效與心流評估,第二十屆全球華人計算機教育應用大會(GCCCE 2016),香港,2016年5月。
8. 李建瀚、林娟娟、王舒民,供應鏈中採購流程效能、信任與價格競爭力對企業持續合作意願之影響,第二十二屆國際資訊管理學術研討會(ICIM 2011),台中,2011年5月。
9. 林娟娟、簡子晴、王舒民,以任務科技配適度為基礎探討影響司法人員工作績效之因素,2010第十六屆資訊管理研究暨實務研討會,雲林,2010年12月。
10. 黃昱銘、王舒民、林娟娟,社交網站使用者轉換意圖之探討-以Facebook為例,第二十一屆國際資訊管理學術研討會(ICIM 2010),台南,2010年5月。
11. 梁世武、王舒民、莊懿馨、魏貝珊、盧希鵬、鍾岳勳,數位國會網站評估架構及跨國比較,2010電子商務與數位生活研討會,台北,2010年3月。
12. 林娟娟、范可安、王舒民、葉乃菁(2009),使用者對個人化資訊整合入口網站系統滿意度與使用意願之研究-以iGoogle為例,第五屆知識社群研討會。
13. 林娟娟、沈芝帆、王舒民、葉乃菁(2009),線上遊戲商城道具付費意願之探討,第二十屆國際資訊管理學術研討會,台北。
14. 林娟娟、翁振銘、王舒民、葉乃菁(2009),影響使用者採用行動即時通訊服務因素,2009第十屆電子化企業經營管理理論暨實務研討會,彰化。
15. 林娟娟、沈芝帆、王舒民(2008),以RS架構與社會影響探討使用者持續使用部落格意願,第十四屆資訊管理暨實務研討會,台北。
16. 盧希鵬、蕭淑玲、王舒民、蕭國倫、吳亞馨(2007),科技化醫療服務業典範應用之探索性研究,2007電子商務與數位生活研討會,台北。
17. 盧希鵬、王舒民、許晉龍(2003),網路時代下創新擴散理論再思-以我國PKI中華決策科學學會年會暨論文研討會,新竹。
18. 盧希鵬、王舒民、許晉龍(2002),我國公開金鑰架構(PKI )之創新擴散研究,第三屆產業資訊管理學術暨新興科技實務研討會,台北。
 
Project-PI
1. 王舒民,科技部專題研究計劃,大規模線上開放課程中學習者之學習情緒、成就目標與自調式學習間關係之研究 - 以控制價值理論與成就目標理論為基礎,109.08.01-110.07.31,計劃編號,109-2511-S-034-002。
2. 王舒民,科技部專題研究計劃,創業教育教學科技創新創業之系統化文獻分析、整合教學模式發展及遊戲化協作學習活動之設計與評估,108.08.01-109.07.31,計劃編號,108-2511-S-034-002。
3. 王舒民,科技部專題研究計劃,結合遊戲式學習與創意協作之創業教育教學模式發展、評估與學習歷程行為模式之探究,107.08.01-108.07.31,計劃編號,107-2511-S-034-002。
4. 王舒民,科技部專題研究計劃,協同創意歷程輔助學習環境之遊戲化設計發展評估與學習者之創意協作動機及行為模式分析,105.08.01-106.07.31,計劃編號,105-2511-S-034-001。
5. 王舒民,科技部專題研究計劃,整合社群媒體為線上討論工具之協同創造歷程學習輔助環境開發與創意歷程行為模式之探究,104.08.01-105.07.31,計劃編號,104-2511-S-034 -002。
6. 王舒民,科技部新進人員專題研究計劃,協同創造力學習歷程行為模式自動分析與偵測系統之建置與應用-結合Facebook為線上討論工具,103.08.01-104.07.31,計劃編號:MOST-103-2511-S-034-001。
7. 王舒民,科技部新進人員專題研究計劃,結合創意螺旋教學策略之Facebook專題導向學習活動對於學生創造力之影響與學習歷程分析,102.08.01-103.07.31,計劃編號:MOST-102-2511-S-034-001。
 
Research Awards
1. 中國文化大學校特優教師(教學特優獎)(105年度)
2. 中國文化大學校特優教師(教學特優獎)(109年度)