- Innovative Teaching and Learning Methods
- Visual and Cognitive Learning Processes
- Online and Blended Learning
- Impact of Technology on Adolescents
- Creativity in Education and Neuroscience
- Educational Games and Gamification
- Intelligent Tutoring Systems and Adaptive Learning
- Online Learning and Analytics
- Virtual Reality Applications and Impacts
- Learning Styles and Cognitive Differences
- Technology-Enhanced Education Studies
- Second Language Learning and Teaching
- Educational Tools and Methods
- Education, Achievement, and Giftedness
- Human Motion and Animation
- Psychological and Educational Research Studies
- Child Development and Digital Technology
- Digital Games and Media
- Communication in Education and Healthcare
- Educational Strategies and Epistemologies
- Science Education and Pedagogy
- Gender and Technology in Education
- Perfectionism, Procrastination, Anxiety Studies
- Emotion and Mood Recognition
- Digital literacy in education
University of Macau
2023-2025
East China Normal University
2013-2022
National Supercomputing Center in Shenzhen
2022
Southern Medical University
2021
University of Languages and International Studies
2015
Chang Gung University
2013
Arizona State University
2009-2012
Many large-scale, school-based interventions have attempted to improve academic performance through promoting students’ growth mindset, defined as the belief that one’s intellectual ability can increase with practice and time. However, most shown weak no effects. Thus, it is important examine how mindset might affect retention transfer of learning, well process-related variables such cognitive load. In a double-blind, randomized controlled experiment based on 138 secondary school students,...
Guided by the Interactive-Constructive-Active-Passive framework, purpose of study was to investigate whether teaching presence would impact online learners’ passive, active, constructive, and interactive engagement behaviors. A total 218 middle-school English teachers participated in an professional development course. Quantitative data were collected from survey log files course website. The results regression analysis revealed that, controlling for potential effects demographic variables,...
The purpose of this study was to investigate the impacts visual cues and different types self-explanation prompts on learning, cognitive load, intrinsic motivation in an interactive multimedia environment that designed deliver a computer-based lesson about human cardiovascular system. A total 126 college students were randomly assigned equal numbers (N = 21) one six conditions 2 × 3 factorial design with cueing (cueing vs. no cueing) type (prediction reflection prompts) as between-subjects...
The purpose of the study was to investigate effects imagination and learner-generated drawing on comprehension, reading time, cognitive load, eye movements, whether prior knowledge moderated these two strategies. Sixty-three undergraduate students participated in a pretest-posttest between-subjects with independent variable being instructional strategies three levels (learner-generated vs. repeated reading). results revealed that, compared reading, fostered learners' comprehension when their...
A survey study was conducted to better understand how gameplay enjoyment relates players’ personality traits and video game preferences. This demonstrated that the core design elements of games lead can be empirically identified. Similarly, it showed considering personality, an individual characteristic, produce informative insights about players perceive gaming experiences. Whereas research has historically emphasized either or in isolation (Juul, 2010), this is initial effort towards a...
Abstract The purpose of the study was to examine relationships among information and communication technology (ICT) engagement, meta‐cognitive strategies digital reading. Specifically, we used PISA 2018 data whether (a) behavioural aspect ICT engagement negatively impacted reading, (b) motivational positively reading (c) mediated or moderated relationship between Our findings revealed that whereas except social motivation, reading; as well had significant negative indirect effects on...
The purpose of the study was to examine (a) students' social annotation behaviors and engagement change in an undergraduate course throughout semester, (b) which impact active time. A total 91 university behaviors, as well their time readings, were collected from a system named Perusall. Longitudinal growth modeling analysis revealed that on readings declined over semester with significant variation changes among individual students, all except for number question upvotes given by positive...
ABSTRACT Providing teachers with feedback is beneficial for their professional development. However, the impact of choosing on learning unknown. In addition, research relationship among teachers’ choice feedback, mindset belief, prior experience, and very limited. The purpose current study to fill these gaps. Eighty‐five from an elementary school in China participated study. They chose receive either negative or positive concept maps they created a development workshop. Step‐wise regression...
The purpose of the two experiments was to investigate potential effects different types visualizations and self-explanation prompts on learning human cardiovascular system in a multimedia environment. In Experiments 1 2, 70 44 college students were randomly assigned one four conditions 2 × factorial design with visualization type (animated vs. static) prompting self-explanations (prompts none) as between subjects factors. results Experiment revealed positive effect outcomes. which no-prompts...
Background Research regarding teaching expectancy has been mostly conducted in research laboratories with college students. These studies provide insufficient evidence its effect on learners’ delayed comprehension. Moreover, the relative superiority of a peer face to compared an imagined lacks empirical support. Aims The purpose study was investigate interactivity by comparing teaching, as well enhancing generalizability testing it secondary school environment. Sample A total 597 students...
To date, reviews of the games literature have noted a lack empirical studies examining relationships between and their purported benefits (Huizenga, Admiraal, & Dam, 2011; Vandercruysse, Vanderwaetere, Clarebout, 2012; Young et al., 2012). Furthermore, researchers called for better understanding specific game features that may lead to beneficial outcomes (Hartmann Klimmt, 2006; Schmid, Orthmann, 2009; McNamara, Jackson, Graesser, 2010; Vorderer, Bryant, Pieper, Weber, Wilson 2009). In...
The purpose of this study was to determine whether playing Quest for the Code™, a computer game designed teach children about asthma, would help healthy acquire knowledge and attitudes towards asthma beneficial effects be maintained over time. sample consisted 155 from four middle schools who were randomly assigned play Code™ or nutrition serving as control condition. Data collected on attitude pre-intervention, post-intervention, at follow-up weeks later. results revealed that played more...
Abstract The purpose of the experiment was to investigate whether using summarizing strategy can further engage learners in a computer‐based environment where different forms finger tracing were incorporated. One hundred and fifty‐six university students randomly assigned one six conditions formed by 3 (hand vs. observing no tracing) × 2 (summarizing summarizing) factorial design. Results revealed that led better retention than not strategy, but effect disappeared on transfer. Moreover,...