Shao-Chen Chang

Orcid: 0000-0001-9446-1921

According to our database1, Shao-Chen Chang authored at least 29 papers between 2008 and 2024.

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

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2024
Effects of a peer assessment-based scrum project learning system on computer programming's learning motivation, collaboration, communication, critical thinking, and cognitive load.
Educ. Inf. Technol., April, 2024

2023
Facilitating decision making in authentic contexts: an SVVR-based experiential flipped learning approach for professional training.
Interact. Learn. Environ., November, 2023

A mandatory contribution-based collaborative gaming approach to enhancing students' collaborative learning outcomes in Science museums.
Interact. Learn. Environ., July, 2023

Facilitating EFL learners' active behaviors in speaking: a progressive question prompt-based peer-tutoring approach with VR contexts.
Interact. Learn. Environ., May, 2023

Incorporating teacher intelligence into digital games: An expert system-guided self-regulated learning approach to promoting EFL students' performance in digital gaming contexts.
Br. J. Educ. Technol., March, 2023

2021
Powering up flipped learning: An online learning environment with a concept map-guided problem-posing strategy.
J. Comput. Assist. Learn., 2021

Analysing reader behaviours in self-service library stations using a bibliomining approach.
Electron. Libr., 2021

Facilitating critical thinking in decision making-based professional training: An online interactive peer-review approach in a flipped learning context.
Comput. Educ., 2021

Facilitating knowledge construction in mobile learning contexts: A bi-directional peer-assessment approach.
Br. J. Educ. Technol., 2021

2020
The effects of spherical video-based virtual reality implementation on students' natural science learning effectiveness.
Interact. Learn. Environ., 2020

Balancing cognitive complexity and gaming level: Effects of a cognitive complexity-based competition game on EFL students' English vocabulary learning performance, anxiety and behaviors.
Comput. Educ., 2020

Integration of the peer assessment approach with a virtual reality design system for learning earth science.
Comput. Educ., 2020

A fuzzy expert system-based adaptive learning approach to improving students' learning performances by considering affective and cognitive factors.
Comput. Educ. Artif. Intell., 2020

Effects of applying a VR-based two-tier test strategy to promote elementary students' learning performance in a Geology class.
Br. J. Educ. Technol., 2020

2019
Effects of the use of interactive E-books by intensive care unit patients' family members: Anxiety, learning performances and perceptions.
Br. J. Educ. Technol., 2019

2018
A microworld-based role-playing game development approach to engaging students in interactive, enjoyable, and effective mathematics learning.
Interact. Learn. Environ., 2018

Peer Assessment of Webpage Design: Behavioral Sequential Analysis Based on Eye Tracking Evidence.
J. Educ. Technol. Soc., 2018

How to learn and how to teach computational thinking: Suggestions based on a review of the literature.
Comput. Educ., 2018

Impacts of an augmented reality-based flipped learning guiding approach on students' scientific project performance and perceptions.
Comput. Educ., 2018

2017
Development of an effective educational computer game based on a mission synchronization-based peer-assistance approach.
Interact. Learn. Environ., 2017

2016
A repertory grid-based interactive e-book approach to supporting in-field mobile learning activities in an ecology course.
Int. J. Mob. Learn. Organisation, 2016

Effects of a peer competition-based mobile learning approach on students' affective domain exhibition in social studies courses.
Br. J. Educ. Technol., 2016

2014
Effects of In-Field Mobile Game-Based Learning Activities on Students Local Culture Identity.
Proceedings of the IIAI 3rd International Conference on Advanced Applied Informatics, 2014

An Experiment of a Mobile Competition Game for Investigating Students' Interests in Learning Local Culture.
Proceedings of the IEEE 14th International Conference on Advanced Learning Technologies, 2014

2012
Two-phase online memory leak detection.
Proceedings of the 14th Asia-Pacific Network Operations and Management Symposium, 2012

An architecture on proactive detecting, quarantining, and terminating resource leakage of Java-based applications.
Proceedings of the 14th Asia-Pacific Network Operations and Management Symposium, 2012

2008
FLoD: A Framework for Peer-to-Peer 3D Streaming.
Proceedings of the INFOCOM 2008. 27th IEEE International Conference on Computer Communications, 2008

Searching for Answers via Social Networks.
Proceedings of the 5th IEEE Consumer Communications and Networking Conference, 2008

Voronoi State Management for Peer-to-Peer Massively Multiplayer Online Games.
Proceedings of the 5th IEEE Consumer Communications and Networking Conference, 2008


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