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月). 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月). 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月). 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月). 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*、陳萩紋、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、廖祐鉅 (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,2023年3月9-10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,2020年3月20-21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. 第23屆全球華人電腦教育應用大會(GCCCE 2019),武漢: 華中師範大學,2019年5月23-27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,2019年3月21-22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, 2018年12月6-8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). 第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,2018年7月20-22日。 豐佳燕、陳明溥 (2018). 國小學生機器人程式設計學習之探討.
第22屆全球華人電腦教育應用大會(GCCCE 2018),廣州: 華南師範大學,2018年5月25-29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). 第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,2017年7月27-29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
children’s performance in game design). 第21屆全球華人電腦教育應用大會(GCCCE
2017),北京: 北京師範大學,2017年6月3-6日。 陳明溥、孫佩均、張書豪、錡洛誼
(2016). 擴增實境情境感知學習:以臺中英語觀光城為例. 「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,2016年12月16-17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. 第20屆全球華人電腦教育應用大會(GCCCE
2016),香港: 香港教育學院,2016年5月23-27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. 第20屆全球華人電腦教育應用大會(GCCCE 2016),香港: 香港教育學院,2016年5月23-27日。 陳明溥、任欣堯、錡洛誼、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,2015年11月20-21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,2015年11月12-13日。 陳明溥、廖邦捷 (2015). AR實驗室─以高中電化學反應實驗為例. 第19屆全球華人電腦教育應用大會(GCCCE
2015),台灣: 中央大學,2015年5月25-29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,2014年11月13-14日。 陳明溥、蔡承哲 (2014). 擴增實境於高中數學空間概念學習之探討. 第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,2013年12月6-7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,2013年11月27-28日。 王麗君、陳明溥 (2013). Effects of ICT
skills on learner’s creativity and motivation in game design activity. 第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. 第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月). 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,2012年11月30日-12月1日。(TAECT傑出論文獎) 羅怡帆、陳明溥、許燕欣、邱寶萱 (2012, 10月). 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,2012年10月26-27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). 第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). 第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). 第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). 以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). 第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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