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教師研發能量平台

期刊論文

  1. Chu, S. T., Hwang, G. J., & Tu, Y. F. (2026). Concept mapping as a critical thinking facilitator for generative AI-supported collaborative learning: Effects on diverse perceptions and cognitive levels. Thinking Skills and Creativity, 102237. (SSCI, Q1, IF: 4.5, 第一作者)

  2. Chu, S. T., Chang, C. C., & Tu, Y. F. (2025). Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications. Educational technology research and development, 73, 1601–1622. DOI: 10.1007/s11423-025-10460-7. (SSCI, Q1, IF: 4.2, 第一作者)

  3. Tang, J. T., Chu, S. T., & Chang, T. F. (2025). Enhancing English alphabet handwriting skills in preschool children through digital game-based learning approach. Innovation in Language Learning and Teaching, 19(4), 297-315. DOI: 10.1080/17501229.2024.2352791. (SSCI, Q1, IF: 4.6, 第二作者)

  4. Zhang, D., Hwang, G. J., & Chu, S. T. (2023). Roles of computer agents in digital games: effects on learning performance, perceptions, and behaviors. Interactive Learning Environments, 32(10), 6325-6345. DOI: 10.1080/10494820.2023.2256374. (SSCI, Q1, IF: 5.3, 第三作者)

  5. Hwang, G. J. and Chu, S. T. (2023). Roles and research issues of robots in education: a review of the 2011-2021 publications. International Journal of Mobile Learning and Organisation, 17(3), 426-442. DOI: 10.1504/ijmlo.2023.131879. (SCOPUS, ESCI, Q2, IF: 2.2, 通訊作者)

  6. Chu, S. T., Hwang, G. J., & Hwang, G. H. (2023). A Goal-Oriented Reflection Strategy-Based Virtual Reality Approach to Promoting Students’ Learning Achievement, Motivation and Reflective Thinking. Sustainability, 15(4), 3192. DOI: 10.3390/su15043192. (SSCI, Q2, IF: 3.3, 第一作者)

  7. Hwang, G. J., Chen, P. Y., Chu, S. T., Chuang, W. H., Juan, C. Y., & Chen, H. Y. (2023). Game-Based Language Learning in Technological Contexts: An Integrated Systematic Review and Bibliometric Analysis. learning, 13(1). DOI: 10.4018/ijopcd.316184. (SCOPUS, IF: 0.6,第三作者)

  8. Chu, S. T., Hwang, G. J., Chien, S. Y., & Chang, S. C. (2023). Incorporating teacher intelligence into digital games: An expert system‐guided self‐regulated learning approach to promoting EFL students' performance in digital gaming contexts. British Journal of Educational Technology, 54(2), 534-553. DOI: 10.1111/bjet.13260. (SSCI, Q1, IF: 8.1, 第一作者)

  9. Chu, S. T., Hwang, G. J., & Tu, Y. F. (2022). Artificial intelligence-based robots in education: A systematic review of selected SSCI publications. Computers and education: Artificial intelligence, 3, 100091. DOI: 10.1016/j.caeai.2022.100091. (SCOPUS, EI,第一作者)


研討會論文

  1. 張東鳳、朱詩婷、湯梓辰 (2022, Dec)。後疫情時代下探討數位平板對於幼兒手寫成效之影響。2022年「拋專引育後疫情時代教育專業知能成長」學術研討會。國立高雄師範大學,高雄。

  2. 朱詩婷、張東鳳、湯梓辰 (2021, Dec)。以後疫情時代下探討數位平板書寫遊戲對於幼兒及教師之影響分析研究計畫。 2021國家講座系列活動:「跨疫情的教與學:思維創新與實踐革新」。國立臺灣師範大學,臺北。

  3. 朱詩婷、黃國禎 (2020, Nov) 結合自律學習機制之數位遊戲或學習模式對於英文詞彙學習成效之影響。International Workshop of Education on Digital Humanities Innovative Application in the Big Data Era 2020 (WEDHIA 2020)。國立政治大學,臺北。


其他經歷

  1. 中華民國斐陶斐榮譽學會榮譽會員(112年度)

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  4. ISO 9001 內部稽核證照(SGS)