Zehui Zhan

Orcid: 0000-0002-6936-1977

According to our database1, Zehui Zhan authored at least 39 papers between 2011 and 2024.

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

Timeline

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Bibliography

2024
Effect of jigsaw-integrated task-driven learning on students' motivation, computational thinking, collaborative skills, and programming performance in a high-school programming course.
Comput. Appl. Eng. Educ., November, 2024

A systematic literature review of game-based learning in Artificial Intelligence education.
Interact. Learn. Environ., March, 2024

Exploring the Effectiveness of a SPOC Learning Analytics System Based on Attribution Theory: Evaluation Framework and Educational Experiment.
IEEE Trans. Learn. Technol., 2024

Reading ability detection using eye-tracking data with LSTM-based few-shot learning.
CoRR, 2024

Exploring the effect of VR-enhanced teaching aids in STEAM education: An embodied cognition perspective.
Comput. Educ. X Real., 2024

Conditional generative adversarial network driven variable-duration single-lead to 12-lead electrocardiogram reconstruction.
Biomed. Signal Process. Control., 2024

2023
A literature review on the empirical studies of technology-based embodied learning.
Interact. Learn. Environ., November, 2023

A longitudinal study into the effects of material incentives on knowledge-sharing networks and information lifecycles in an online forum.
Interact. Learn. Environ., July, 2023

An exploration of combining virtual and physical robots in robotics education.
Interact. Learn. Environ., January, 2023

An evaluation model based on procedural behaviors for predicting MOOC learning performance: students' online learning behavior analytics and algorithms construction.
Interact. Technol. Smart Educ., 2023

Effect of Physical and Virtual Operations Sequences on Students' Knowledge Acquisition, Learning Motivation, Engagement, and Cognitive Load in a C-STEAM Project.
Proceedings of the 2023 6th International Conference on Educational Technology Management, 2023

The effectiveness of ChatGPT on pre-service teachers' STEM teaching literacy, learning performance, and cognitive load in a teacher training course.
Proceedings of the 2023 6th International Conference on Educational Technology Management, 2023

Applying a Blended Board Game System with Robotic Arm for Training Computational Thinking: Learning through Human-Machine Competition.
Proceedings of the 7th International Conference on Education and Multimedia Technology, 2023

A Case Study of Smart Classroom Teaching Model with Educational Drama based on Schematic Interactions Visualization.
Proceedings of the 2023 7th International Conference on Education and E-Learning, 2023

2022
Edge2Analysis: A Novel AIoT Platform for Atrial Fibrillation Recognition and Detection.
IEEE J. Biomed. Health Informatics, 2022

Effect of groups size on students' learning achievement, motivation, cognitive load, collaborative problem-solving quality, and in-class interaction in an introductory AI course.
J. Comput. Assist. Learn., 2022

Research on personalized recommendation of MOOC resources based on ontology.
Interact. Technol. Smart Educ., 2022

The design and application of IRobotQ3D for simulating robotics experiments in K-12 education.
Comput. Appl. Eng. Educ., 2022

The effectiveness of gamification in programming education: Evidence from a meta-analysis.
Comput. Educ. Artif. Intell., 2022

Event Graph Construction Based on Disciplinary Procedural Knowledge: Concept Model and Application.
Proceedings of the ICETT 2022: 8th International Conference on Education and Training Technologies, Macau, China, April 16, 2022

The Design and Application of C-STEAM Instructional Resources Based on Unity 3D Blending Physical and Virtual Manipulatives.
Proceedings of the 14th International Conference on Education Technology and Computers, 2022

A Learning Engagement Analysis Model for Assignments based on Dot Matrix Pen Technology.
Proceedings of the 2022 6th International Conference on Education and Multimedia Technology, 2022

Constructing Behavioral Representation of Computational Thinking based on Event Graph: A new approach for learning analytics.
Proceedings of the 2022 6th International Conference on Education and Multimedia Technology, 2022

A C-STEAM Open-Classroom Project Based on SCRUM: the Design and Development of "Cultural Guangzhou" Sand Tray.
Proceedings of the 2022 6th International Conference on Education and Multimedia Technology, 2022

Eliminating Learners' Confusion during Programming Problem Solving by Enhancing Procedural Knowledge and Procedural Understanding.
Proceedings of the 2022 6th International Conference on Education and E-Learning, 2022

International Prospects and Trends of Artificial Intelligence Education: A Content Analysis of Top-level AI Curriculum across Countries.
Proceedings of the 6th International Conference on Digital Technology in Education, 2022

A case study of Appling Combined Task-driven Teaching Strategy in STEAM Education.
Proceedings of the ICBDE'22: The 2022 5th International Conference on Big Data and Education, Shanghai, China, February 26, 2022

Teaching Design Thinking in a C-STEAM Project: A Case Study of developing the Wooden Arch Bridges' Intelligent Monitoring system.
Proceedings of the IC4E 2022: 13th International Conference on E-Education, E-Business, E-Management, and E-Learning, Tokyo, Japan, January 14, 2022

2021
Cellphone addiction during the Covid-19 outbreak: How online social anxiety and cyber danger belief mediate the influence of personality.
Comput. Hum. Behav., 2021

Investigating the effect of reverse engineering pedagogy in K-12 robotics education.
Comput. Appl. Eng. Educ., 2021

Designing a C-STEAM Course for Enhancing Children's Positive Psychological Characters and Learning Performance: A Two-Stage Experiment: This study examines the effects of positive psychology education in cultural learning.
Proceedings of the ICETC 2021: 13th International Conference on Education Technology and Computers, Wuhan, China, October 22, 2021

Effect of "6C" instructional design model on students' STEAM competency and cultural inheritance literacy in a Dragon Boat C-STEAM course.
Proceedings of the ICEEL 2021: 5th International Conference on Education and E-Learning, Virtual Event, Japan, November 5, 2021

2020
Individual difference on reading ability tested by eye-tracking: from perspective of gender.
Interact. Technol. Smart Educ., 2020

2016
Online Learners' Reading Ability Detection Based on Eye-Tracking Sensors.
Sensors, 2016

2015
Effects of gender grouping on students' group performance, individual achievements and attitudes in computer-supported collaborative learning.
Comput. Hum. Behav., 2015

A problem solving oriented intelligent tutoring system to improve students' acquisition of basic computer skills.
Comput. Educ., 2015

2013
Academic self-concept and social presence in face-to-face and online learning: Perceptions and effects on students' learning achievement and satisfaction across environments.
Comput. Educ., 2013

2011
Learner Requirement Analysis based on the Classification Framework of Online Learning Activities: A Mixed Method Research.
J. Comput., 2011

Effects of an online learning community on active and reflective learners' learning performance and attitudes in a face-to-face undergraduate course.
Comput. Educ., 2011


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