Kai-Hsin Tai

Orcid: 0000-0002-7786-7329

Affiliations:
  • National Taiwan Normal University, Taipei City, Taiwan


According to our database1, Kai-Hsin Tai authored at least 23 papers between 2011 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

Online presence:

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Bibliography

2024
The effects of live-streaming presence and extraneous cognitive load on learning performance in P-D/O-Q/D-E-T inquiry.
Educ. Inf. Technol., October, 2024

Practicing drum on VR to promote rhythm performance: Exploring the learning progress related to incremental belief of rhythm, gameplay anxiety, flow experience, and perceived learning value.
Entertain. Comput., January, 2024

2023
VR training program for fire escape: Learning progress predicted by the perception of fire presence, VR operational frustration, and gameplay self-efficacy.
Comput. Educ. X Real., December, 2023

2022
Comparing the Taiwanese learning effects of Shaking-On and Kahoot!
J. Comput. Assist. Learn., 2022

Raising insects with an application to enhance students' self-confidence in interacting with insects.
Interact. Learn. Environ., 2022

Virtual reality for car-detailing skill development: Learning outcomes of procedural accuracy and performance quality predicted by VR self-efficacy, VR using anxiety, VR learning interest and flow experience.
Comput. Educ., 2022

2021
Critical attitude and ability associated with students' self-confidence and attitude toward "predict-observe-explain" online science inquiry learning.
Comput. Educ., 2021

2020
The relationship between the online social anxiety, perceived information overload and fatigue, and job engagement of civil servant LINE users.
Gov. Inf. Q., 2020

Usability of Virtual Reality Vocational Skills Training System for Students with Intellectual Disabilities.
Proceedings of the Computers Helping People with Special Needs, 2020

2019
Practicing abductive reasoning: The correlations between cognitive factors and learning effects.
Comput. Educ., 2019

Playing a Chinese remote-associated game: The correlation among flow, self-efficacy, collective self-esteem and competitive anxiety.
Br. J. Educ. Technol., 2019

2018
The effects of metacognition on online learning interest and continuance to learn with MOOCs.
Comput. Educ., 2018

Effects of Gender and Age on Learning Spatial Concepts from a Virtual Reality Game.
Proceedings of the IEEE International Conference on Teaching, 2018

Training Spatial Ability through Virtual Reality.
Proceedings of the IEEE International Conference on Teaching, 2018

2017
Internet cognitive failure relevant to users' satisfaction with content and interface design to reflect continuance intention to use a government e-learning system.
Comput. Hum. Behav., 2017

2016
Parental monitoring predicts students' prosocial and impulsive tendencies relevant to consequence-based reasoning in a blended learning environment.
Interact. Learn. Environ., 2016

Internet cognitive failure affects learning progress as mediated by cognitive anxiety and flow while playing a Chinese antonym synonym game with interacting verbal-analytical and motor-control.
Comput. Educ., 2016

Crystallized intelligence affects hedonic and epistemic values to continue playing a game with saliency-based design.
Comput. Educ., 2016

2015
Internet cognitive failure and fatigue relevant to learners' self-regulation and learning progress in English vocabulary with a calibration scheme.
J. Comput. Assist. Learn., 2015

Belief in dangerous virtual communities as a predictor of continuance intention mediated by general and online social anxiety: The Facebook perspective.
Comput. Hum. Behav., 2015

Comparing animated and static modes in educational gameplay on user interest, performance and gameplay anxiety.
Comput. Educ., 2015

2014
Using calibration to enhance students' self-confidence in English vocabulary learning relevant to their judgment of over-confidence and predicted by smartphone self-efficacy and English learning anxiety.
Comput. Educ., 2014

2011
Applying the technology acceptance model to investigate the factors comparing the intention between EIVG and MCG systems.
Proceedings of the 2011 IEEE International Games Innovation Conference, 2011


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