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研究教師

【逗點與句點】以前喜歡句點,討厭逗點,因為句點代表事情的完成與終結,而逗點代表事情的持續與延宕。最近卻開始欣賞逗點,厭惡句點,因為逗點能夠以優雅姿態,面對一連串事情,提供適當的停頓與節奏,同時串連前後的脈絡與邏輯、創意與巧思,最終,畫上一個圓滿的圓圈,讓句點滿意地點頭微笑。

研究教師: Research
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研究教師: Lab Members

基本資料

姓  名:陳志洪

職  稱:教授

電子郵件:zhchen@ntnu.edu.tw

最高學歷:國立中央大學 資訊工程研究所博士

研究領域:遊戲式數位學習、科技強化語言學習、學習科技與桌遊設計、電腦資訊教育

工作經歷: 
國立臺灣師範大學 資訊教育研究所 教授 (2020.2~今) 
國立臺灣師範大學 資訊教育研究所 副教授 (2017.2~2020.1) 
元智大學 資訊傳播系 副教授 (2015.2~2017.1)
元智大學 資訊傳播系 助理教授 (2012.2~2015.1)
國立中央大學 網路學習科技研究所 博士後 (2008.9~2012.1)

夢想盒子@教育桌遊:

https://zhchenacademic.wixsite.com/dreambox

FB研究室社團:

https://www.facebook.com/groups/1415600638514748

UDN個人部落格:
http://classic-blog.udn.com/honxp/article

研究計畫

1. 新興科技於高中職資訊科技教材發展與評估—悅趣化學習策略(主持人 | 2020.8~2023.7)

2. 遊戲導向環境之程式設計策略運用與學習成效 (主持人 | 2019.8~2020.7)

3. 敘事導向數位遊戲強化語言學習之系統開發與評估 (主持人 | 2018.8~2019.7)

4. 個別差異對國小學童使用遊戲式漢字學習系統之影響 (主持人 | 2017.8~2018.7)

5. 以3D角色扮演遊戲促進文化體驗與覺察:孔子周遊列國 (主持人 | 2016.8~2017.7)

6. 英雄學堂:遊戲化出評答題學習活動 (主持人 | 2015.8~2016.7)

7. 我的模型:支援出題互評的開放式學生模型之系統發展與應用 (主持人 | 2014.8~2015.7)

8. 代理競爭:以虛擬角色為競爭媒介的遊戲式學習機制之設計與評估 (主持人 | 2012.8~2014.7)

期刊論文

43. Chen, P. Z., Wu, C. L., Chen, Z. H., Liao, Y. H., & Chen, H. C. (2022). The reliability, validity and normative data of a Tablet-Based Design Fluency Test. Psychological Testing, 69(4), 261-291. (TSSCI)

42. Looi, C. K., Wong, S. L., Kong, S. C., Chan, T. W., Shih, J. L., Chang, B., Wu, Y. T., Liu, C. C., Yeh, C. Y. C., Chen, Z. H., Chien, T. C., Chou, C. Y., Hung, H. C., Cheng, H., & Liao, C. C. Y. (2022). Looi, C. K., Wong, S. L., Kong, S. C., Chan, T. W., Shih, J. L., Chang, B., Wu, Y. T., Liu, C. C., Yeh, C. Y. C., Chen, Z. H., Chien, T. C., Chou, C. Y., Hung, H. C., Cheng, H., & Liao, C. C. Y. (2022). Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan. Research and Practice in Technology Enhanced Learning, 18.

41. 黃琪芳、陳志洪、陳浩然(2021)。虛擬英語村:使用情境任務3D遊戲促進國中生的英語學習。教育傳播與科技研究,(127),1-15。https://doi.org/10.6137/RECT.202112_(127).0001

40. 陳志洪、李佳穎、齊珮芸(2020)。擴增實境輔助拼圖學習系統對學習成效、學習動機與學習興趣之影響。教育傳播與科技研究,(123),21-38。https://doi.org/10.6137/RECT.202008_(123).0002

39. Lin, Y.-T., Wu, C. C., Chen, Z. H., & Ku, P. Y. (2020). How gender pairings affect collaborative problem solving in
social-learning context: the effects on performance, behaviors, and attitudes. Educational Technology & Society, 23 (4), 30–44. (SSCI)

38. Chen, H. J. H., Hsu, H. L., Chen, Z. H., & Todd, A. G. (2020). Investigating the impact of integrating vocabulary exercises into an adventure video game on second vocabulary learning. Journal of Educational Computing Research, 59(2), 318-341. (SSCI)

37. Chen, H. J. H., Hsu, H. L., & Chen, Z. H. (2020). A study on the effect of adding L1 glosses in the subtitle of an adventure game for vocabulary learning. Interactive Learning Environments, 1-17. (SSCI)

36. Lu, C. H., Liu, C. & Chen, Z. H. (2020). Secure and efficient firmware update for increasing IoT-enabled smart devices. Journal of Ambient Intelligence and Humanized Computing .  https://doi.org/10.1007/s12652-020-02492-z

35. Wong, L. H., Chan, T. W., Chen, Z. H., Liao, C., Lam, R., King, R., Wong, S. L., Looi, C. K.,& Chen, W. L. (2020). The IDC Theory: Interest and the Interest Loop. Research and Practice in Technology Enhanced Learning, 15(3). https://doi.org/10.1186/s41039-020-0123-2

34. Chan, T. W., Looi, C. K., Chang, B., Chen, W. L., Wong, L. H., Wong, S. L., Yu, F. Y., Mason, J., Liu, C. C., Shih, J. L., Wu, Y. T.,, Kong, S. C., Wu, L. K., Chien, T. C., Liao, C. C. Y., Cheng, H., Chen, Z. H., & Chou, C. Y. (2019). IDC theory: creation and the creation loop. Research and Practice in Technology Enhanced Learning, 14(26). https://doi.org/10.1186/s41039-019-0120-5

33. Chen, Z. H. & Liu, W. Y. (2019). A Six-Stage Story Structure Approach for Elementary Students’ Story Production: Quality, Interest, and Attitude. Computer Assisted Language Learning, 1-24.  https://doi.org/10.1080/09588221.2019.1688354 (SSCI)

32. Yeh, C. Y. C., Cheng, H. N. H., Chen, Z. H., Liao, C. C. Y. & Chan, T. W. (2019). Enhancing achievement and interest in mathematics learning through Math-Island. Research and Practice in Technology Enhanced Learning, 14(5), https://doi.org/10.1186/s41039-019-0100-9

31. Chen, Z. H., Lu, H. D., & Lu, C. H. (2019). The effects of human factors on the use of avatars in game-based learning: customization vs. non-customization. International Journal of Human-Computer Interaction, 35(4-5), 384-394. https://doi.org/10.1080/10447318.2018.1543090 (SSCI)

30. Chen, Z. H., Lu, H. D., & Chou, C. Y. (2019). Using game-based negotiation mechanism to enhance students’ goal setting and regulation. Computers and Education, 129, 800-810. (SSCI)

29. Chan, T. W., Looi, C. K., Chen, W., Wong, L. H., Chang, B., Liao, C. C. Y., Cheng, H. N. H., Chen, Z. H., Liu, C. C., Kong, S. C., Jeong, H., Mason, J., So, H. J., Murthy, S., Yu, F. Y., Wong, S. L., King, R., B., Gu, X., Wang, M. Wu, L., Huang, R., Lam, R., & Ogata, H. (2018). Interest-driven creator theory: towards a theory of learning design for Asia in the twenty-first century. Journal of Computers in Education, 5(4), 435-461.

28. Chou, C. Y., Tseng, S. F., Wang, C. J, Chao, P.Y., Chen, Z. H., Lai, R. K., Chan, C. L.,& Yu, L. C. (2018). Learning analytics on graduates’ academic records to reflect on a competency-based curriculum. Computer Applications in Engineering Education, 26, 2168-2182. (SCIE)


27. Liao, C. C. Y., Chen, Z. H., Cheng, H.N.H., & Chan, T. W. (2018). Effects of friendship relations and gender differences on classroom-based surrogate competitive learning. Journal of Computers in Education, 5(3), 259-277. 


26. Yu, L. C., Lee, C. W., Pan, H. Y., Chou, C. Y., Chao, P. Y., Chen, Z. H., Tseng, S. F., Chan, C. L., & Lai, K. R. (2018). Improving early prediction of academic failure using sentiment analysis on self-evaluated comments. Journal of Computer Assisted Learning. 34(4), 358-365. (SSCI)

25. Chen, Z. H., Chen, H., H. J., & Dai, W. J. (2018). Using narrative-based contextual games to enhance language learning: a case study. Educational Technology & Society, 21 (3), 186–198. (SSCI)

24. Chen, Z. H., & Wang, S. C. (2018). Representations of animal companions on student learning perception: static, animated, and tangible. Educational Technology and Society, 21(2), 124-133. (SSCI)

23. Teng, C. H., Chen, J. Y., & Chen, Z. H. (2018). Impact of augmented reality on programming language learning: efficiency and perception. Journal of Educational Computing Research, 56(2), 254-271. (SSCI) 

22. Chen, Z. H., & Lee, S. Y. (2018). Application-driven educational game to assist young children in learning English vocabulary. Educational Technology and Society, 21(1), 70-81. (SSCI)

21. Chen, Z. H., Chou, C. Y., Tseng, S. F., & Su, Y. C. (2018). Feedback of interface agents on student perception: level, dialogue, and emotion. Educational Technology and Society, 21(1), 82-90. (SSCI)

20. Liu, W. Y., & Chen, Z. H.. (2017). Game-based system for pupils’ Chinese character learning. International Journal on Digital Learning Technology, 9(4), 1-24. (Chinese, TSSCI)


19. Chen, Z. H., Chen, S. Y., & Chien, C. H. (2017). Students’ reactions to different levels of game scenarios: a cognitive style approach. Educational Technology and Society, 20(4), 69-77. (SSCI)

18. Chien, T. C., Chen, Z. H., & Chan, T. W. (2017). Exploring long-term behavior patterns in a book recommendation system for reading. Educational Technology and Society, 20(2), 27-36. (SSCI)

17. Chou, C. Y., Tseng, S. F., Chih, W. C., Chen, Z. H., Chao, P. Y., Lai, K. R., Chan, C. L., Yu, L. C.,& Lin, Y. L. (2017). Open student models of core competencies at the curriculum level: Using learning analytics for student reflection. IEEE Transactions on Emerging Topics in Computing, 5(1), 32-44. (SCIE)

16. Chien, T. C., Chen, Z. H., Ku, Y. M., Ko, H. W., & Chan, T. W. (2015). My-Bookstore: Using information technology to support children’s classroom reading and book recommendation. Journal of Educational Computing Research, 52(4), 455-474. (SSCI)

15. Chen, Z. H., & Chen, S. Y. (2014). When educational agents meet surrogate competition: Impacts of competitive educational agents on students’ motivation and performance. Computers and Education, 75, 274-281. (SSCI)

14. Chen, Z. H. (2014). Exploring students' behaviors in a competition-driven educational game. Computers in Human Behavior, 35, 68-74. (SSCI)

13. Chen, Z. H. (2014). Learning preferences and motivation of different ability students for social-competition or self-competition. Journal of Educational Technology and Society, 17(1), 283-293.(SSCI)

12. Chen, Z. H., & Chen, S. Y. (2013). A surrogate competition approach to enhancing game-based learning. ACM Transactions on Computer- Human Interaction, 20(6), Article 35. (SCI)

11. Chen, Z. H., Chao, P. Y., Hsu, M. C., & Teng, C. H. (2013). Level up, My-Pet: The effects of level promotion of educational agents on student learning. Journal of Educational Technology and Society, 16(4), 111-121. (SSCI)

10. Chou, C. Y., Lu, S. P., & Chen, Z. H. (2013). Evenly matched competitive strategies: Dynamic difficulty adaptation in a game-based learning system. Research and Practice in Technology Enhanced Learning, 8(2), 225-243.

9. Chen, Z. H., Lu, C. H., Chou, C. Y., Chen, L. C., Chiang, C. W., & Wan, C. F. (2013). My-Investment: Using digital games to help children learn financial management. Research and Practice in Technology Enhanced Learning, 8(2), 277-290.

8. Chen, Z. H. (2012). We care about you: Incorporating pet characteristics with educational agents through reciprocal caring approach. Computers and Education, 59(4), 1081-1088. (SSCI)

7. Liao, C. C. Y., Chen, Z. H., Cheng, H. N. H., & Chan, T. W. (2012). Unfolding learning behaviors: A sequential analysis approach in a game-based learning environment. Research and Practice in Technology Enhanced Learning, 7(1), 25-44.

6. Chen, Z. H., Liao, C. C. Y., Cheng, H. N. H., Yeh, C. Y. C., & Chan, T. W. (2012). Influence of game quests on pupils' enjoyment and goal-pursuing in math learning. Journal of Educational Technology and Society, 15(2), 317-327. (SSCI)

5. Chen, Z. H., Chou, C. Y., Biswas, G., & Chan, T. W. (2012). Substitutive competition: Virtual pets as competitive buffers to alleviate possible negative influence on pupils. British Journal of Educational Technology, 43(2), 247-258. (SSCI)

4. Liao, C. C. Y., Chen, Z. H., Cheng, H. N. H., Chen, F. C., & Chan, T. W. (2011). My-Mini-Pet: A handheld pet-nurturing game to engage students in the arithmetic practices. Journal of Computer Assisted Learning, 27(1), 76-89. (SSCI)

3. Chen, Z. H., Liao, C. C. Y., Chien, T. C., & Chan, T. W. (2011). Animal companions: Fostering children's effort-making by nurturing virtual pets. British Journal of Educational Technology, 42(1), 166-180. (SSCI)

2. Chen, Z. H., Chou, C. Y., Deng, C. Y., & Chan, T. W. (2007). Active open learner models as animal companions: Motivating children to learn through interaction with My-Pet and Our-Pet. International Journal of Artificial Intelligence in Education, 17(2), 145-167.

1. Chang, L. J., Chou, C. Y., Chen, Z. H., & Chan, T. W. (2004). An approach to assisting teachers in building physical and network hybrid community-based learning environments: the Taiwanese experience. Journal of Educational Development, 24(4), 361-381. (SSCI)

研究教師: Publications
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