Hui-Chun Hung
Orcid: 0000-0001-8700-5215
According to our database1,
Hui-Chun Hung
authored at least 14 papers
between 2007 and 2024.
Collaborative distances:
Collaborative distances:
Timeline
Legend:
Book In proceedings Article PhD thesis Dataset OtherLinks
Online presence:
-
on orcid.org
On csauthors.net:
Bibliography
2024
A study of programming learning perceptions and effectiveness under a blended learning model with live streaming: comparisons between full-time and working students.
Interact. Learn. Environ., September, 2024
Defining AI companions: a research agenda - from artificial companions for learning to general artificial companions for Global Harwell.
Res. Pract. Technol. Enhanc. Learn., 2024
2023
The effect of wearable technology on badminton learning performance: a multiple feedback WISER model in physical education.
Smart Learn. Environ., December, 2023
Interact. Learn. Environ., November, 2023
Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan.
Res. Pract. Technol. Enhanc. Learn., 2023
Proceedings of the International Conference on Information Networking, 2023
2020
Applying Educational Data Mining to Explore Students' Learning Patterns in the Flipped Learning Approach for Coding Education.
Symmetry, 2020
How are Live-Streaming Services and Social Media Platforms Changing On-Job MBA Students' Learning? A Case Study for Applying e-Case Live in Management Case-Based Learning in Taiwan.
IEEE Access, 2020
2017
Applying multi-touch technology to facilitate the learning of art appreciation: from the view of motivation and annotation.
Interact. Learn. Environ., 2017
2015
The Effectiveness of Adopting E-Readers to Facilitate EFL Students' Process-Based Academic Writing.
J. Educ. Technol. Soc., 2015
2009
Constructing the face-to-face collaborative game-based interacted environment for portable devices in English vocabulary acquisition.
Proceedings of the 8th International Conference on Computer Supported Collaborative Learning, 2009
2008
The Game-Based Constructive Learning Environment to Increase English Vocabulary Acquisition: Implementing a Wireless Crossword Fan-Tan Game (WiCFG) as an Example.
Proceedings of the Fifth IEEE International Conference on Wireless, 2008
2007
Constructing the game-based learning environment on handheld devices to facilitate English vocabulary building.
Proceedings of the 7th IEEE International Conference on Advanced Learning Technologies, 2007
Implementation of the scrabble game on the mobile devices to increase english vocabulary acquisition.
Proceedings of the 7th Iternational Conference on Computer Supported Collaborative Learning, 2007