Fengfeng Ke

ORCID: 0000-0003-4203-1203
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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
  • Teaching and Learning Programming
  • Intelligent Tutoring Systems and Adaptive Learning
  • Autism Spectrum Disorder Research
  • Virtual Reality Applications and Impacts
  • Visual and Cognitive Learning Processes
  • Education and Learning Interventions
  • Child Development and Digital Technology
  • Digital Games and Media
  • Mathematics Education and Teaching Techniques
  • Behavioral and Psychological Studies
  • AI in Service Interactions
  • Cognitive and developmental aspects of mathematical skills
  • Family and Disability Support Research
  • Augmented Reality Applications
  • Creativity in Education and Neuroscience
  • Reflective Practices in Education
  • Knowledge Management and Sharing
  • Impact of Technology on Adolescents
  • Communication in Education and Healthcare
  • Artificial Intelligence in Games
  • Motivation and Self-Concept in Sports

Florida State University
2016-2025

University of Maryland, College Park
2024

University of New Mexico
2006-2011

Pennsylvania State University
2004-2006

10.1016/j.compedu.2008.03.003 article EN Computers & Education 2008-04-30

The field of education has experienced a transformation as artificial intelligence (AI) becomes increasingly applicable for learning purposes. AI the potential to transform social interactions in educational contexts among learners, teachers, and technologies. In this systematic mapping review, we focus on framing trends applications simulation-based learning. Fifty-nine studies met inclusion exclusion criteria. We coded analyzed six mapped categories literature review: (1) year-of-study...

10.1016/j.caeai.2022.100087 article EN cc-by-nc-nd Computers and Education Artificial Intelligence 2022-01-01

Abstract This study investigated the effects of gameplaying on fifth‐graders’ maths performance and attitudes. One hundred twenty five fifth graders were recruited assigned to a cooperative Teams‐Games‐Tournament (TGT), interpersonal competitive or no condition. A state standards‐based exam an inventory attitudes towards used for pretest posttest. The students’ gender, socio‐economic status prior ability examined as moderating variables covariate. Multivariate analysis covariance (MANCOVA)...

10.1111/j.1467-8535.2006.00593.x article EN British Journal of Educational Technology 2006-05-09

10.1016/j.iheduc.2009.08.001 article EN The Internet and Higher Education 2009-08-27

ABSTRACT Employing the multiple-baseline across-subjects design, authors examined implementation and potential effect of a virtual-reality-based social interaction program on communication performance children with high functioning autism. The data were collected via behavior observation analysis, questionnaires, interviewing. participants demonstrated increased responding, initiation, greeting, positive conversation-ending during intervention, improved competence measures after...

10.1080/00220671.2013.832999 article EN The Journal of Educational Research 2013-09-27

Abstract The promise of using games for learning is that play‐ and learning‐engagement would occur cohesively as a whole to compose highly motivated experience. Yet the conceptualization such an integrative process in development play‐based engagement lacking. In this analytical paper, we explored conceptualized nature game‐based via iterative, two‐stage process. first stage was theory driven. literatures on motives play, game cognitive engagement, were reviewed analyzed. Theoretical...

10.1111/bjet.12314 article EN British Journal of Educational Technology 2015-07-07

This study conducted a content analysis of online discussions to understand the nature computer-supported collaborative learning and discover how students' motivation, which is crucial factor success learning, relates with their interaction knowledge construction in peer-moderated discussions. Discussion contents from 23 students an class were analysed. The results indicated that perceived value, competence autonomy critical factors influenced lower level interactions; intrinsic motivation...

10.1111/j.1467-8535.2010.01140.x article EN British Journal of Educational Technology 2010-12-02

In this study, the researchers explored usage of a virtual reality (VR)–based social skills learning environment for children with autism spectrum disorder (ASD). Using OpenSimulator, constructed desktop VR-based that supports social-oriented role-play, gaming, and design by ASD. Seven 10–14 years old ASD participated in program 20+ hr on average. Data were collected via screen recording observation play- design-oriented enactment pre- postintervention Social Communication Skills...

10.1177/0162643420945603 article EN Journal of Special Education Technology 2020-09-15

Use of technology takes time and requires a paradigm change for teachers to adopt it. Teachers' readiness, how they behave perceive integration or adoption process is particularly critical. The current study investigates the relationship among pre-service teachers' computer competence, attitude towards computer-assisted education, intention acceptance. results indicate that ownership, internet access amount daily use do not correlate with education (CAE). ownership variables seem have any...

10.1504/ijtel.2017.084084 article EN International Journal of Technology Enhanced Learning 2017-01-01

Abstract In this study, we investigated the validity of a stealth assessment physics understanding in an educational game, as well effectiveness different game‐level delivery methods and various in‐game supports on learning. Using game called Physics Playground , randomly assigned 263 ninth‐ to eleventh‐grade students into four groups: adaptive, linear, free choice no‐treatment control. Each condition had access same learning during gameplay. Results showed that: (a) estimates were...

10.1111/jcal.12473 article EN Journal of Computer Assisted Learning 2020-07-28
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