Publications

 

Journal Papers (2012-present):

 

Chen, M.-P., Wang, L.-C., *Zou, D., Lin, S.-Y., Xie, H.-R., & Tsai, C.-C. (2022). Effects of captions and English proficiency on learning effectiveness, motivation and attitude in Augmented-Reality-enhanced theme-based contextualized EFL learning. Computer-Assisted Language Learning, 35(3), 381-411. (SSCI).

Chen, M.-P., Lord, A., Cheng, Y.-Y., Tai, K.-C., & Pan, W.-H. (2020). Collective reflection strategy for moderating conformity tendency and promoting reflective judgment performance. Journal of Computer-Assisted Learning, 2020, 1-14. (SSCI, Feb. 26, 2020, https://doi.org/10.1111/jcal.12419)

Chen, M.-P., Wang, L.-C., *Zou, D., Lin, S.-Y., & Xie, H.-R. (2019). Effects of caption and gender on junior high students’ EFL learning from iMap-enhanced contextualized learning. Computers & Education, 140, 103602.  (SSCI, DOI https://doi.org/10.1016/j.compedu.2019.103602)

Lord, A., *Chen, M.-P., Cheng, Y.-Y., Tai, K.-C., & Pan, W.-H. (2017). Enhancing nutrition-majored students' reflective judgment through online collective reflection. Computers & Education, 114, 298-308. (SSCI)

Lin, Y.-T., *Chen, M.-P., Chang, C.-H. & Chang, P.-C. (2017). Exploring the peer interaction effects on learning achievement in a social learning platform based on social network analysis. International Journal of Distance Education Technologies, 15(3), 65-85. (EI, SCI)

*Chen, M. P., Wong, Y. T., & Wang, L. C. (Jan, 2014). Effects of type of exploratory strategy and prior knowledge on middle school students' learning of chemical formulas from a 3D role-playing game. Educational Technology Research and Development (ETR&D), 62(2), 163-185. (SSCI, DOI 10.1007/s11423-013-9324-3)

*Chen, M. P., Wang, L. C., Chen, H. J., & Chen, Y. C. (Jan, 2014). Effects of type of multimedia strategy on learning of Chinese characters for non-native novices. Computers & Education, 70, 41-52. (SSCI, http://dx.doi.org/10.1016/j.compedu.2013.07.042)

Feng, C.Y. & *Chen, M. P. (2014). The effects of goal specificity and scaffolding on programming performance and self-regulation in game design. British Journal of Educational Technology, 45(2), 285-302. (SSCI, DOI: 10.1111/bjet.12022)

Lin, M. H., Chen, M. P., & Chen, C. F. (2013). Exploring peer scaffolding opportunities on experiential problem-solving learning. In C. Badica, N. T. Nguyen & M. Brezovan (eds.), Computational collective Intelligence: Technologies and applications (LNCS, vol. 8083, pp. 572-581). Berlin, Springer. doi: 10.1007/978-3-642-40495-5_57.

Wang, L. C. & *Chen, M. P. (2012). Effects of the sequence of game-play and game-design on novices’ motivation, flow, and performance. In Z. Pan, A. D. Cheok, W. Mueller, M. Chang and M. Zhang (eds.), Transactions on edutainment VII, (LNCS, vol. 7220, pp. 46-55). New York: Springer. (ISSN: 1867-7207) doi: 10.1007/978-3-642-31439-1_5

Wang, L. C. & *Chen, M. P. (2012). Effects of learning style and gender consciousness on novices’ learning from game-play. Knowledge Management & E-Learning: An International Journal (KM&EL), 4(1), 563-577.

 

陳明溥、王麗君、*豐佳燕(2022). 先備知識與鷹架策略對程式設計初學者運算思維概念、技能實踐與態度之影響. 數位學習科技期刊(TSSCI), 14(4), 137-166.

陳明溥、*豐佳燕、王麗君 (2021). 程式模組引導教學與目標設定策略對國小學生程式設計學習成效與動機之影響. 數位學習科技期刊(TSSCI), 13(4), 63-94.

何品萱、王麗君*、陳明溥 (2017, 9). 互動式擴增實境在國中生機器人程式設計學習之探討. 中等教育, 68(3), 16-33. doi:10.6249/SE.2017.68.3.02

黃皓伶、陳明溥*、邱寶萱 (2012, 7). 不同探索式遊戲學習策略對國小流感防治概念學習之影響數位學習科技, 4(3), 1-16.

翁韻婷、陳明溥*、羅怡帆 (2012, 3). 角色扮演遊戲融入5E學習環對國中化學式相關概念學習之影響數位學習科技, 4(2), 23-37.   

廖經益、翁瑞鋒、曾憲雄、陳明溥 (2012, 3). 以擬題活動作為教學策略提升重修班學生學習的動機數位學習科技, 4(2), 63-81.

 

專書論文(Edited Book Chapter)

陳明溥、顏榮泉*、陳紋、羅心妤 (2018). 科技創新智慧學習以適性診斷與個別化教學為策略之國中數學補教教學研究. 湯仁燕、陳伊琳主編,邁向教育4.0智慧學校的想像與建構 Looking into Education 4.0- Smart school imagination and construction (pp. 409-442), 台北:中國教育學會。ISBN 978-986-5713-60-7

 

   

Conference Papers (2012-present):

 

Chen, M. P. & Hsu, Y. S. (2023). AR-based gamified learning for math problem solving. Paper presented at the International Conference on Digital Learning Strategies and Applications (DLSA 2023), Hokkaido University, Japan. May 8-11, 2023.

Hsu, T.-Y. & Chen, M.-P. (2021). Drawing as reflection strategy for immersive virtual reality learning to enhance students’ science outcome. Paper presented at IIAI AAI 2021 Winter Congress- The 11th International Conference on Learning Technologies and Learning Environments (LTLE 2021), December 17-19, 2021, Online / Hybrid (Jakarta / Tokyo).

Lin, S.-Y., Chen, M.-P., Wang, L.-C., Kao, Y.-T., Zou, D., & Xie, H.-R. (2019). Enhancing low achievers’ EFL learning with interactive digital technologies. Proceedings of The International Conference on Computers in Education – ICCE 2019 (pp. 617-623). Pingtung, Taiwan, Dec. 2-6, 2019.

Chen, M.-P., Wang, L.-C., Zou, D., Lin, S.-Y., Xie, H.-R. & Tsai, C.-C. (2019). Enhancing contextualized learning via AR. The 8th International Conference on Learning Technologies and Learning Environments (LTLE2019) in conjunction with the 8th International Congress on Advanced Applied Informatics (AAI2019), Toyama, Japan. July 7-12, 2019.

Chen, M.P., Chen, Y.H., & Sun, P.J. (2019). Enhancing AR-based triangulation problem-solving with VR exploration. In J. Theo Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning 2019 (pp. 744-747). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). Retrieved July 5, 2019 from https://www.learntechlib.org/primary/p/210093/.

Chen, M.-P., Wang, L.-C., Zou, D., Lin, S.-Y. & Xie, H.-R. (2019). The development of a contextualized EFL learning environment via digital interactive geographic map.  2019 International Conference on e-Commerce, e-Administration, e-Society, e-Education, and e-Technology (e-CASE & e-Tech 2019), Fukuoka, Japan, April 1-3, 2019.

Feng, C.Y. & Chen, M.P. (2018). The effect of cognitive styles and guidance strategies on children’s performance in learning programming. Paper presented at The International Conference on Computers in Education – ICCE 2018, Manila, Philippine, Nov. 26-30, 2018.

Chen, M. P., Chen, Y. H., Huang, H. L. & Yang, T. C. (2018). Enhancing health concepts through game-play. Paper presented at the 7th International Conference on Learning Technologies and Learning Environments (LTLE2018) in conjunction with the 7th International Congress on Advanced Applied Informatics (AAI2018), Yonago, Tottori, Japan. July 8-12, 2018.

Chen, M.P., Chen, Y.H. & Cheng, C.H. (2018). AR-based science exploration using smart glass. In J. Theo Bastiaens (Ed.), Proceedings of EdMedia + Innovate Learning 2018 (pp. 867–868). Amsterdam, Netherlands: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/184288/.

Chen, M.P., Chen, Y.H. & Lin, S.J. (2018). An experiential game for AR-based science exploration. The International Conference on Digital Learning Strategies and Applications (DLSA 2018), Sapporo, Japan: University of Hokkaido. April 26-28, 2018.

Chen, M. P. & Hsu, J. W. (2017). Enhancing AR-based science exploration through learning cycle. Paper presented at the 6th International Conference on Learning Technologies and Learning Environments (LTLE2017) in conjunction with the 6th International Congress on Advanced Applied Informatics (AAI2017), Hamamatsu, Japan. July 9-13, 2017.

Chen, M. P. & Lin, S. J. (2017). Exploring the embodied effect of AR-based science exploration. Proceedings of EdMedia 2017 (pp. 164-167). Washington, DC: Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/178318/.

Chen, M. P. & Lin, S. J. (2016). Effect of encoding strategy on students’ pair-learning of lever principle from AR game-play. Paper presented at the International Workshop on Technology Enhanced Collaborative Learning (TECL) in conjunction with the International Conference on Collaboration Technologies (CollabTech 2016), Kanazawa, Japan. Sept. 14-17, 2016.

Chen, M.P. & Tsai, C.C. (2016). Augmented-Reality as a scaffolding tool for learning geometry. Proceedings of EdMedia 2016--World Conference on Educational Media and Technology (pp. 1531-1535). Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE).  https://www.learntechlib.org/primary/p/173152/.

Chen, M. P., Cheng, C. H. & Liao, B. C. (2015). AR-Lab for learning science concepts: Two case studies. Paper presented at the International Conference on Computers in Education (ICCE) – ICCE 2015, Hangzhou, China, Nov. 30 – Dec. 4, 2015. 

Chen, M. P. & Liao, B. C. (2015). Augmented reality laboratory for high school electrochemistry course. Paper presented at The 15th IEEE International Conference on Advanced Learning Technologies – ICALT 2015, Hualien, Taiwan. July 6-9, 2015. 

Chen, M. P. & Cheng, C. H. (2015). AR-Lab for junior high school students to learn convex lens image forming. Paper presented at the International Conference on Digital Learning Strategies and Applications (DLSA 2015), Sapporo, Hokkaido, Japan. May 8-11, 2015.

Lin, M. H., *Chen, M. P., & Chen, C. F. (2015). Effects of question prompts and self-explanation on database problem solving in a peer tutoring context. In N. T. Nguyen, B. Trawinski, & R. Kosala (eds.), Intelligent information and database systems (LNAI, vol. 9012, pp. 180-189). Proceedings of the 7th Asian Conference, ACIIDS 2015, Bali, Indonesia, March 23-25, 2015, Part II.

Chen, M. P. & Ren, H. Y. (2013). Designing a RPG game for learning of mathematics concepts. 2013 Proceedings of the Second IIAI International Conference on Advanced Applied Informatics (pp. 217-220). August 31 - September 4, 2013, Matsue, Japan. (DOI 10.1109/IIAI-AAI.2013.51) 

Chen, H. H.-J., Chen, M. P., Chen, N. S., & Yang, C. (2012). Pre-service teachers’ views on using adventure video games for language learning. Paper presented at the 6th European Conference on Games Based Learning. University College Cork, Cork, Ireland. Oct. 4-5, 2012.

Chen, M. P., Chen, N. S., & Chen W. N. (2012). Helping novices to learn Alice programming through collaborative pair-programming. International Workshop on Technology-Enhanced Collaborative Learning, The Sixth International Conference on Collaboration Technologies (CollabTech 2012). Sapporo, Hokkaido, Japan, August 27-29, 2012.  

Chen, M. P., Chen, N. S., & Chen W. N. (2012). Effects of collaborative pair-programming and type of feedback on novices’ learning to program using Alice. International Conference of Educational Innovation through Technology (EITT 2012). Tsinghua University, Beijing, China, August 10-12, 2012.  

Wang, L.C. & Chen, M.P. (2012). The effects of cognitive-affective interaction strategy on novices’ creative performance in game design project. Paper presented at the 12th IEEE International Conference on Advanced Learning Technologies (ICALT 2012). Rome, Italy, July 4-5, 2012. 

 

徐玉書、陳明溥、劉佳欣、尹文萱、祐鉅 (2023). 引導策略與先備知識對國中生數學相似三角形擴增實境遊戲學習任務之成效及態度探討. 2023台灣數位學習發展研討會(TWELF 2023),屏東,202339-10日。The Best Research Paper Award of Game & Innovative Technology, TWELF2023

林淑媛、高郁婷、陳明溥 (2020). 字幕輔助對國中生英語字彙學習成效與數位教材沉浸感之探討. 第十五屆台灣數位學習發展研討會(TWELF 2020),新竹: 交通大學,2020320-21日線上發表

豐佳燕、陳明溥 (2019). 國小學生應用運算思維學習遊戲設計之研究. 23屆全球華人電腦教育應用大會(GCCCE 2019),武漢: 華中師範大學,2019523-27日。

王怡文、陳明溥、高郁婷、彭敏華 (2019). 先備知識對國中生英語 AR 情境學習成效與動機之探討. 第十四屆台灣數位學習發展研討會(TWELF 2019),雲林雲林科技大學,2019321-22日。

陳明溥、王麗君、孫佩均 (2018). 擴增實境數位遊戲學習之探討(Exploring the design and effects of augmented reality game-based learning). 第三屆遊戲化學習國際學術會議, 香港: 香港中文大學, 2018126-8日。

陳明溥、孫佩均 (2018). 回饋策略對三角測量虛擬實境數位遊戲學習之影響 (The effects of type of feedback on students learning of triangulation through virtual reality digital game). 9屆全球華人探究學習創新應用大會(GCCIL 2018),蘭州西北師範大學,2018720-22日。(GCCIL最佳論文獎)

豐佳燕、陳明溥 (2018). 國小學生機器人程式設計學習之探討. 22屆全球華人電腦教育應用大會(GCCCE 2018),廣州華南師範大學,2018525-29日。

陳明溥、邱寶萱 (2017). 運用角色扮演數位遊戲促進科學探索之探討(Enhancing science inquiry via digital role-play game). 8屆全球華人探究學習創新應用大會(GCCIL 2017),成都成都師範大學,2017727-29日。

豐佳燕、陳明溥 (2017). 自我解釋與目標設定對國小學童學習遊戲程式設計之影響研究(The impact of self-explanation and goal setting on childrens performance in game design). 21屆全球華人電腦教育應用大會(GCCCE 2017),北京北京師範大學,201763-6日。(GCCCE最佳研究論文獎)

陳明溥、孫佩均、張書豪、洛誼 (2016). 擴增實境情境感知學習:以中英語觀光城為例「台灣教育傳播暨科技學會」2016年國際學術研討會,台北淡江大學,20161216-17日。

林敏慧、陳明溥、施宇森 (2016). 體驗式問題解決學習框架中發現鷹架機會與建構多層式同儕助教指導20屆全球華人電腦教育應用大會(GCCCE 2016),香港香港教育學院,2016523-27日。

豐佳燕、陳明溥 (2016). 樂高融入電腦遊戲設計課程對國小學童學習程式之影響20屆全球華人電腦教育應用大會(GCCCE 2016),香港香港教育學院,2016523-27日。

陳明溥、任欣堯、洛誼、呂郁欣 (2015). 國小學生在不同數位環境學習質因數概念之探討「台灣教育傳播暨科技學會」2015年國際學術研討會,台北台灣大學,20151120-21日。

陳明溥、趙靖怡、張書豪、盧健瑋 (2015). 探究式數位遊戲於地震防災之應用第十一屆台灣數位學習發展研討會(TWELF 2015),高雄高雄師範大學,20151112-13日。

陳明溥、廖邦捷 (2015). AR實驗室以高中電化學反應實驗為例19屆全球華人電腦教育應用大會(GCCCE 2015),台灣中央大學,2015525-29日。

陳明溥、廖邦捷、吳宗學 (2014). 擴增型態與引導策略對高中電化學反應概念學習之影響第十屆台灣數位學習發展研討會(TWELF 2014),台北台灣師範大學,20141113-14日。

陳明溥、蔡承哲 (2014). 增實境於高中數學空間概念學習之探討18屆全球華人電腦教育應用大會(GCCCE 2014),中國上海市華東師範大學. May 26-30, 2014. 

楊湘儀、陳明溥、徐日薇、林思汝 (2013). 擴增實境遊戲於國小登革熱防治概念學習之探討「台灣教育傳播暨科技學會」2013年國際學術研討會,台北淡江大學,2013126-7日。(TAECT學生論文組:優秀論文獎)  

郭映汝、陳明溥、鄭嘉鴻、廖邦捷 (2013). 擴增實境遊戲於國中板塊運動學習之探討。第九屆台灣數位學習發展研討會(TWELF 2013),台中台中教育大學,20131127-28日。 

王麗君、陳明溥 (2013). Effects of ICT skills on learner’s creativity and motivation in game design activity. 17屆全球華人電腦教育應用大會(GCCCE 2013),中國:北京大學. May 27-31, 2013.   

豐佳燕、陳明溥 (2013). 目標特定性與鷹架支持對國小學童學習遊戲程式設計之影響17屆全球華人電腦教育應用大會(GCCCE 2013),中國:北京大學. May 27-31, 2013.   

李京翰、陳明溥、張偵益、蔡承哲 (2012, 12). 數位學習環境之回饋策略對國中生化學酸鹼中和單元學習之影響。「台灣教育傳播暨科技學會」2012年國際學術研討會,嘉義嘉義大學,20121130-121日。(TAECT傑出論文獎)  

羅怡帆、陳明溥、許燕欣、邱寶萱 (2012, 10). 體驗式遊戲策略與數學學習信心對國中生比例式課程學習之影響(The effects of experiential gaming strategies and mathematics confidence on junior high school students performances of learning proportional concepts)。第八屆台灣數位學習發展研討會,台南成功大學,20121026-27日。 

豐佳燕、陳明溥 (2012). 不同教學方式與創意自我效能對國小學生故事動畫創作學習成效與態度之影響(The effects of instructional strategies and creative self-efficacy on animated stories for elementary students). 16屆全球華人電腦教育應用大會(GCCCE 2012). 台灣台南大學. May 28-June 1, 2012.  

許燕欣、陳明溥、楊湘儀、邱寶萱 (2012). 結合虛擬遊戲與擴增實境於外來種生物課程之設計(Combining virtual game and augmented reality for learning the alien species). 16屆全球華人電腦教育應用大會(GCCCE 2012). 台灣台南大學. May 28-June 1, 2012.  

郭映汝、陳明溥、趙靖怡 (2012). 應用引導探究遊戲與擴增實境於學習防震概念之設計(Applying guided-inquiry and augmented reality in designing a learning game for learning earthquake prevention). 16屆全球華人電腦教育應用大會(GCCCE 2012). 台灣台南大學. May 28-June 1, 2012.  

蔡承哲陳明溥張偵益李京翰 (2012). 擴增實境技術輔助探究式遊戲:以化學虛擬實驗室為例(Using augmented reality to enhance inquiry-game-based learning: Chemistry virtual laboratory as an example). 16屆全球華人電腦教育應用大會(GCCCE 2012). 台灣台南大學. May 28-June 1, 2012.  

 

 


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