Huei‐Tse Hou

ORCID: 0000-0003-1783-8830
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Innovative Teaching and Learning Methods
  • Online and Blended Learning
  • Online Learning and Analytics
  • Augmented Reality Applications
  • Mobile Learning in Education
  • Knowledge Management and Sharing
  • Education and Learning Interventions
  • Virtual Reality Applications and Impacts
  • Flow Experience in Various Fields
  • Intelligent Tutoring Systems and Adaptive Learning
  • Impact of Technology on Adolescents
  • Digital Games and Media
  • EFL/ESL Teaching and Learning
  • Teaching and Learning Programming
  • Spatial Cognition and Navigation
  • Education and Critical Thinking Development
  • Student Assessment and Feedback
  • Museums and Cultural Heritage
  • Education and Technology Integration
  • E-Learning and Knowledge Management
  • Technology Adoption and User Behaviour
  • Digital Storytelling and Education
  • Child Development and Digital Technology
  • Educational Technology and Assessment

Anhui University
2025

Hebei University of Architecture
2025

Shenzhen University
2025

National Taiwan University of Science and Technology
2015-2024

Sichuan Agricultural University
2024

Chinese Academy of Sciences
2023

Shanghai Advanced Research Institute
2023

National Taiwan Normal University
2004-2015

National Yang Ming Chiao Tung University
2012

Cheng Ching Hospital
2009

In this study, an online contextualized educational game was designed to provide interactive simulated dialogues using generative AI scaffolding (using ChatPDF) in a as for immediate feedback, where learners can access guides and explore knowledge. This study analyzed learners' behaviors while performing prompting the scaffolding, well psychological responses. A total of 59 students participated study. The results showed that had significantly high flow low activity anxiety tasks, feedback...

10.1080/15391523.2024.2338085 article EN Journal of Research on Technology in Education 2024-04-08

English as a foreign language (EFL) instruction faces many challenges in Asia because of cultural and environmental factors, such the lack interactive speaking environments, emphasis placed on test scores, anxiety. The purpose this research is to conduct an EFL instructional course by integrating Facebook (asynchronous online discussion) Skype (synchronous platforms through which students perform role-playing based learning activities observe effects mentioned above. study consists 42...

10.1080/09588221.2013.839568 article EN Computer Assisted Language Learning 2013-10-18

In recent years project-based learning (PBL) incorporating online discussions has gradually been applied to courses that focus on writing projects. Past studies have shown learners in PBL often face the difficulties of not having in-depth data analysis and peer how teachers design rules methods for a significant influence quality discussion. Since using assessment strategy classroom could facilitate learners' critical thinking meta-cognitive skills, this study conducts an empirical...

10.1080/10494820701206974 article EN Interactive Learning Environments 2007-11-22

Well-designed game-based learning can provide students with an innovative environment that may enhance students' motivation and engagement in thus improve their performance. The purpose of this study was to examine the relationships among elementary school flow experience performances. We also investigated gender grade differences as well types potential clusters experiences Thirty-four participated study. This conducted correction analysis, difference analysis a two-stage cluster analysis....

10.1080/10494820.2013.834827 article EN Interactive Learning Environments 2013-09-11

The design and application of educational board games have been emphasized in game-based learning. integration augmented reality (AR) can help provide extensive cognitive-scaffolding for learners. This study proposed a dual-scaffolding framework that integrated peer-scaffolding an AR game. also conducted empirical analysis to evaluate this framework. Forty-four college students participated study. researchers investigated these learners’ flow, acceptance, their collaborative learning...

10.1177/0735633120969409 article EN Journal of Educational Computing Research 2020-10-28

Logical thinking and reasoning of geometric space are among the key abilities science technology education. This research developed a framework an alternate reality-based board game incorporating augmented reality (AR) exploration with multi-dimensional scaffolding, including cognitive metacognitive peer scaffolding. Features included games, AR technology. An educational Lost in Space based on above was developed, scaffolding designed to help players focus spatial logical thinking....

10.1080/10494820.2021.1961810 article EN Interactive Learning Environments 2021-10-07

The integration of augmented reality (AR) and game-based learning could increase interaction in educational games provide more guidance higher education courses. This study developed an AR board game that featured cognitive scaffolding, immediate feedback, collaborative interaction. also analyzed compared the competition- collaboration-oriented mechanisms game. Participants were 60 university students, who divided into a competitive group group. We learners' psychological differences their...

10.1080/10494820.2022.2091606 article EN Interactive Learning Environments 2022-06-25

This study developed an online role-playing history education game with real-person NPCs (Non-Player Characters). The features real people playing NPC characters, and provides a multi-dimensional scaffolding mechanism realistic story historical scenes, allowing learners to engage in strategic planning problem solving during event facilitate their empathy further promote understanding of figures feelings about events. A total 60 participants were recruited participate this study, 30 the...

10.1080/10494820.2023.2192745 article EN Interactive Learning Environments 2023-03-28
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