Junjie Shang
Orcid: 0000-0001-9560-025XAffiliations:
- Peking University, Beijing, China
- Chinese University of Hong Kong, Hong Kong (PhD 2007)
According to our database1,
Junjie Shang
authored at least 38 papers
between 2005 and 2025.
Collaborative distances:
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Bibliography
2025
Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load.
Entertain. Comput., 2025
Unpacking help-seeking process through multimodal learning analytics: A comparative study of ChatGPT vs Human expert.
Comput. Educ., 2025
2024
An exploration of gendered differences in cognitive, motivational and emotional aspects of game-based math learning.
J. Comput. Assist. Learn., December, 2024
Integrating a Digital Math Vector Game into a Blended Classroom: Technological and Instructional Design Principles.
Proceedings of the Blended Learning. Intelligent Computing in Education, 2024
How to Design Scientific, Happy and Effective Educational Games: Research on Educational Game Design from the Perspective of Learning Sciences.
Proceedings of the Blended Learning. Intelligent Computing in Education, 2024
2023
Effects of different embodied scaffoldings on students' spatial abilities in digital game-based learning.
Proceedings of the Proceeding of the 31st International Conference on Computers in Education, 2023
How Can Teachers Facilitate Computer-Supported Collaborative Learning? A Literature Review of Teacher Intervention in CSCL.
Proceedings of the Blended Learning : Lessons Learned and Ways Forward, 2023
Exploring Learners' Flow and Related Design Strategies in Educational Games from a Psychic Entropy Perspective.
Proceedings of the HCI in Games, 2023
2022
Proceedings of the Blended Learning: Engaging Students in the New Normal Era, 2022
Research Status and Trends of the Gamification Design for Visually Impaired People in Virtual Reality.
Proceedings of the HCI in Games, 2022
2021
Research on the Mode and Application of the Combination of Game-based Learning and Project-based Learning.
Proceedings of the Proceeding of the 29th International Conference on Computers in Education, 2021
Design and Application Research of Gamification in University Curriculum - - Taking the Course of TV Camera for Example.
Proceedings of the HCI in Games: Serious and Immersive Games, 2021
2020
Supporting primary students' learning of fraction conceptual knowledge through digital games.
J. Comput. Assist. Learn., 2020
A Sequential Analysis on the Online Learning Behaviors of Chinese Adult Learners: Take the KGC Learning Platform as an Example.
Proceedings of the Blended Learning. Education in a Smart Learning Environment, 2020
2019
A Study of Primary School Pupils' Motivation, Emotional Intelligence and Attentional Control Ability.
Proceedings of the Blended Learning: Educational Innovation for Personalized Learning, 2019
2018
J. Educ. Technol. Soc., 2018
Application of Gamification to Blended Learning in Elementary Math Instructional Design.
Proceedings of the Blended Learning. Enhancing Learning Success, 2018
2017
Proceedings of the Blended Learning. New Challenges and Innovative Practices, 2017
Proceedings of the Blended Learning. New Challenges and Innovative Practices, 2017
2016
Application of VR Glasses in Blended Classroom Teaching with the Combination of Virtual and Real Worlds.
Proceedings of the Blended Learning: Aligning Theory with Practices, 2016
2015
Impeding Phenomena Emerging from Students' Constructivist Online Game-Based Learning Process: Implications for the Importance of Teacher Facilitation.
J. Educ. Technol. Soc., 2015
How Video Games Enhance Learning: A Discussion of James Paul Gee's Views in His Book What Video Games Have to Teach Us About Learning and Literacy.
Proceedings of the Hybrid Learning: Innovation in Educational Practices, 2015
2014
A Critical Analysis of the Studies on Fostering Creativity through Game-Based Learning.
Proceedings of the Hybrid Learning. Theory and Practice - 7th International Conference, 2014
2013
Design and Development of an Innovation Product Engineering Process Curriculum at Peking University.
Proceedings of the Advanced Technologies, Embedded and Multimedia for Human-centric Computing, 2013
2011
Proceedings of the Proceeding of the 19th International Conference on Computers in Education, 2011
Proceedings of the ICALT 2011, 2011
2010
An Evaluative Study on VISOLE - Virtual Interactive Student-Oriented Learning Environment.
IEEE Trans. Learn. Technol., 2010
Proceedings of the 18th International Conference on Computers in Education, 2010
Proceedings of the 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2010
2008
Virtual Real., 2008
Proceedings of the Hybrid Learning and Education, First International Conference, 2008
2007
Proceedings of the DIGITEL 2007, 2007
2006
Using the "Record-Replay" Function for Elaboration of Knowledge in Educational Games.
Proceedings of the Learning by Effective Utilization of Technologies: Facilitating Intercultural Understanding, 2006
An Exploratory Study on Teachers' Perceptions of Game-based Situated Learning.
Proceedings of the Learning by Effective Utilization of Technologies: Facilitating Intercultural Understanding, 2006
Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies, 2006
Learning Online: A Comparative Study of a Situated Game-Based Approach and a Traditional Web-Based Approach.
Proceedings of the Technologies for E-Learning and Digital Entertainment, 2006
2005
Design Strategies and Principles in VISOLE.
Proceedings of the Towards Sustainable and Scalable Educational Innovations Informed by the Learning Sciences, 2005