Shih‐Wen Su

ORCID: 0000-0002-1270-0210
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About
Contact & Profiles
Research Areas
  • Teaching and Learning Programming
  • Educational Games and Gamification
  • Online Learning and Analytics
  • Innovative Teaching and Learning Methods
  • Advanced Malware Detection Techniques
  • Online and Blended Learning
  • Misinformation and Its Impacts
  • Second Language Learning and Teaching
  • Higher Education Learning Practices
  • Digital Storytelling and Education
  • EFL/ESL Teaching and Learning
  • Education and Critical Thinking Development
  • Innovative Teaching Methods
  • Education and Communication Studies
  • Resilience and Mental Health
  • Mental Health and Well-being
  • Educational Methods and Media Use
  • Spam and Phishing Detection
  • Mobile Learning in Education
  • Experimental Learning in Engineering
  • Psychology of Development and Education

National Yang Ming Chiao Tung University
2022-2024

Abstract The growing number of online open-access journals promotes academic exchanges, but the prevalence predatory is undermining scholarly reporting process. Data collection, feature extraction, and model prediction are common steps in tools designed to distinguish between legitimate publisher websites. authors include them their proposed journal checking (AJPC) system based on machine learning methods. AJPC data collection process extracts 833 blacklists 1213 whitelists information from...

10.1038/s41598-023-30176-z article EN cc-by Scientific Reports 2023-02-20

The transformative wave of generative AI is reshaping the creative thinking processes learners, posing a significant challenge to education and industry in cultivating technological literacy creativity. This study delves into exploration how learners can effectively tackle new challenges by deconstructing fragments from macro perspective generating innovative methods or concepts. In Scratch visual programming environment, self-regulated learning mode observed entire functioning projects,...

10.3390/educsci14070695 article EN cc-by Education Sciences 2024-06-26

The development of creativity plays a decisive role in the future human life as it stimulates divergent thinking and grants critical ability to innovate solve problems. Therefore, question how encourage students’ has also attracted attention related research various fields. Our study used Scratch visual programming tool allow students create their own digital games. We different technological devices external stimuli during process stimulate creative ideas. provided four control devices:...

10.3390/educsci14080833 article EN cc-by Education Sciences 2024-07-31

Computational thinking skills are increasingly required for working with information technology products and considered core learning objectives in science curriculums across all grades. However, there is yet to be a curriculum model computational thinking, many teachers still figuring out this issue designing courses cultivate these students. We planned 8-course periods 108 curriculums, using the Bebras International Thinking Challenge programming motivation scale evaluate game-based...

10.3390/su151612494 article EN Sustainability 2023-08-17

Due to the COVID-19 pandemic, courses for all ages in many countries moved online. The ability use information technology fluently learning has become a vital issue. Whether students can develop computational thinking (CT) literacy online or offline environments is investigated. Two web games, Rummikub and Robozzle, are applied teach through Google Meet, Classroom, live teaching. results indicate that training activities more appropriate middle school students.

10.3390/engproc2023055031 article EN cc-by 2023-11-29

Computational thinking (CT) has become one of the critical goals teaching CS programming courses. skills consist taken in a computational form learning and dealing with daily life. More research adopted games to teach CT skills. This paper investigated two games, Little Alchemy 2 Dr. Sudoku, promote students' applied international Bebras tests measure their The results showed that problem decomposition pattern recognition could be improved via digital games. Thus, this study contributes...

10.3390/engproc2023055062 article EN cc-by 2023-12-06

C/C++ is one of the most common programming languages in introductory computer science courses. For students with varying levels digital literacy, traditional teaching strategies that begin syntax and concepts appear inappropriate. Moreover, different are required for specific industrial purposes. To complement methods, we design a learner-centered constrictive strategy. Other than C/C++, two languages. Rather conventional lectures, learn to program by modifying, decomposing, reassembling...

10.1109/ecei53102.2022.9829435 article EN 2022-02-10

Like any other skill, social-emotional learning (SEL) must be practiced to automatic. To transform the knowledge of SEL into a practical and deliverable lesson, we propose an emotion-oriented journaling system with comics for students. The transforms cognitive-behavioral therapy manageable steps using comics-based storytelling uses method combining term frequency-inverse document frequency (TF-IDF) generative adversarial network (GAN) algorithm implement text-to-graphics conversion. was...

10.1109/ickii58656.2023.10332591 article EN 2023-08-11

After the Taiwanese government launched Blueprint for Developing Taiwan into a Bilingual Nation by 2030, Implementation Project of Instruction in several domains primary and junior high school education was promoted Ministry Education. Content language integrated learning (CLIL) is dual-objective strategy which students simultaneously acquire skills subject knowledge. CLIL has been widely implemented proven to be successful European countries. This will become method bilingual instructors...

10.3390/engproc2023055010 article EN cc-by 2023-11-28

As information explosion and algorithms are proliferated in the digital age, computational thinking becomes more critical. Nevertheless, most activities that promote always presented a programming or block language, which tends to horrify students. This study aimed develop series of non-programmed, computational-thinking training demonstrate if they improve students' skills without writing code. In meantime, it is checked whether learning styles influence their outcomes. After an...

10.3390/engproc2023055040 article EN cc-by 2023-12-01
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