期刊發表

[50]
Hsu, T.-C., Chang, C., & Liang, Y.-S. (2023, Sep.). Sequential behaviour analysis of interdisciplinary activities in computational thinking and EFL language learning with game-based learning. IEEE Transactions on Learning Technologies, 17, 270-279. https://doi.org/10.1109/TLT.2023.3311331
[49]
Hsu, T.-C., Chang, C., & Jen, T.-H. (2023, Jan). Artificial Intelligence image recognition using self-regulation learning strategies: effects on vocabulary acquisition, learning anxiety, and learning behaviours of English language learners. Interactive Learning Environments. https://doi.org/10.1080/10494820.2023.2165508
[48]
Chen., H.-E., Sun., D., Hsu, T.-C., Yang, Y., & Sun, J. (2023, March). Visualising trends in computational thinking research from 2012 to 2021: A bibliometric analysis. Thinking Skills and Creativity, 47: 101224. https://doi.org/10.1016/j.tsc.2022.101224
[47]
Hsu T-C., Chang C., Wong L-H., & Aw, G. P. (2022, Dec.). Learning performance of different genders’ computational thinking. Sustainability, 14(24), 16514. https://doi.org/10.3390/su142416514 (SSCI, 2022 IF=3.9).
[46]
Hsu, T.-C., Chang, C., & Lin, Y.-W. (2023, Jan.). Effects of voice assistant creation using different learning approaches on performance of computational thinking. Computers & Education, 192: 104657. https://doi.org/10.1016/j.compedu.2022.104657
[45]
Hsu, T.-C., Chang, Y.-S., Chen, M.-S., Tsai, I. F., & Yu, C.-Y.(2022, Dec.). A validity and reliability study of the formative model for the indicators of STEAM education creations. Education and Information Technologies. https://doi.org/10.1007/s10639-022-11412-x(SSCI, 2022 IF=5.5).
[44]
Hsu, T.-C., Chang, C., Wu, L.-K., & Looi, C.-K. (2022, May). Effects of a pair programming educational robot-based approach on students’ interdisciplinary learning of computational thinking and language learning. Frontiers in Psychology, 13, 888215. http://dx.doi.org/10.3389/fpsyg.2022.888215(SSCI, 2022 IF=3.8).
[43]
Hsu, T.-C., Huang, H.-L., Hwang, G.-J., & Chen, M.-S. (2023, Jan.). Effects of incorporating an expert decision-making mechanism into chatbots on students’ achievement, enjoyment, and anxiety. Educational Technology & Society, 26(1), 218-231. https://doi.org/10.30191/ETS.202301_26(1).0016
[42]
Hsu, T. C.*, & Chen, M.-S., (2022).The engagement of students when learning to use a personal audio classifier to control robot cars in a computational thinking board game. Research and Practice in Technology Enhanced Learning, 17, 29. https://doi.org/10.1186/s41039-022-00202-1
[41]
Hsu, T. C.*, Abelson, H., Patton, E., Chen, S. C., & Chang, H.-N. (2022, Jan). Self-efficacy and behavior patterns of learners using a real-time collaboration system developed for group programming. International Journal of Computer-Supported Collaborative Learning, 16, 559-582. https://doi.org/10.1007/s11412-021-09357-3 (SSCI, 2022 IF=4.3).
[40]
Hsu, T. C., Abelson, H., & Van Brummelen, J.* (2022). The effects on secondary school students of applying experiential learning to the conversational AI learning curriculum. International Review of Research in Open and Distributed Learning, 23(1), 82-103. https://doi.org/10.19173/irrodl.v22i4.5474
(SSCI, 2022 IF=3.4).
[39]
Hsu, T. C., Abelson, H., Lao, N., & Chen, S. C. (2021). Is it possible for young students to learn the AI-STEAM application with experiential learning?. Sustainability, 13(19), 11114. https://doi.org/10.3390/su131911114
[38]
Hsu, T. C.*, & Liang, Y. S. (2021, Mar). Simultaneously improving computational thinking and foreign language learning: Interdisciplinary media with plugged and unplugged approaches. Journal of Educational Computing Research, 59(6), 1184-1207. https://doi.org/10.1177/0735633121992480 (SSCI Journal, First Author).
[37]
Hsu, T. C., & Hwang, G. J. (2021). Interaction of visual interface and academic levels on young students’ anxiety, playfulness, and enjoyment in programming for robot control. Universal Access in the Information Society. https://doi.org/10.1007/s10209-021-00821-3 (SSCI Journal, First Author).
[36]
Hsu, T. C.*, Abelson, H., Lao, N., Tseng, Y. H., & Lin, Y. T. (2021). Behavioral-pattern exploration and development of an instructional tool for young children to learn AI. Computers and Education: Artificial Intelligence, 2, 100012. https://doi.org/10.1016/j.caeai.2021.100012
[35]
Hsu, T. C., Chen, W. L., & Hwang, G. J. (2020). Impacts of interactions between peer assessment and learning styles on students' mobile learning achievements and motivations in vocational design certification courses. Interactive Learning Environments, 1-13. https://doi.org/10.1080/10494820.2020.1833351
[34]
Chang, S.-C., Hsu, T.-C.*, & Morris Jong, S.-Y. (March, 2020). Integration of the peer assessment approach with a virtual reality design system for learning earth science. Computers & Education, 146, 103758. https://doi.org/10.1016/j.compedu.2019.103758 (SSCI Journal, Corresponding Author).
[33]
Hsu, T.-C.* (2022). The different effects of daily-life instant response social media and an educational feedback system on flipped learning: From the evidence of behavioral analysis. Interactive Learning Environments, 30(5), 862-881. https://doi.org/10.1080/10494820.2019.1692358
(SSCI Journal, 1st & Corresponding Author. 2022 IF=5.4).
[32]
Wu, L.-K., Looi, C.-K., Multisilta, J., How, M.-L., Choi, H., Hsu, T.-C., & Tuomi, P. (2019). Teacher's Perceptions and Readiness to Teach Coding Skills: A Comparative Study between Finland, Mainland China, Singapore, Taiwan, and South Korea. The Asia-Pacific Education Researcher, 29, 21-34. https://doi.org/10.1007/s40299-019-00485-x. (SSCI Journal)
[31]
Kuo, W.-C., & Hsu, T.-C.* (2020). Learning computational thinking without a computer: How computational participation happens in a computational thinking board game. The Asia-Pacific Education Researcher, 29, 67-83. https://doi.org/10.1007/s40299-019-00479-9 (SSCI, Corresponding Author)
[30]
Chang, S.-C., Hsu, T.-C.*, Chen, Y.-N., & Morris Jong S.-Y. (2020). The effects of spherical video-based virtual reality implementation on students’ natural science learning effectiveness. Interactive Learning Environments, 28(7), 915-929. https://doi.org/10.1080/10494820.2018.1548490 (SSCI, Corresponding Author)
[29]
Chang, S.-C., Hsu, T.-C.*, Kuo, W.-C., & Morris Jong S.-Y. (2019). Effects of applying a VR-based two-tier test strategy to promote elementary students’ learning performance in a Geology class. British Journal of Educational Technology, 51(1), 148-165. https://doi.org/10.1111/bjet.12790 (SSCI, Corresponding Author)
[28]
Wang, C.-T., & Hsu, T.-C.* (2019). The effectiveness of the fourth grader students using a board game for learning computational thinking in the flipped learning. Journal of Education Research, 301, 50-65. https://doi.org/10.3966/168063602019050301004.
[27]
Hsu, T.-C.* , Chang, S.-C., & Hung, Y.-T. (2018, July). How to learn and how to teach computational thinking: Suggestions based on a review of the literature. Computers & Education, 126, 296-310. (SSCI, First Author) https://doi.org/10.1016/j.compedu.2018.07.004
[26]
Hsu, T.-C., Chang, S.-C., & Liu, N.-C. (2018, April). Peer assessment of webpage design: Behavioral sequential analysis based on eye tracking evidence. Educational Technology & Society, 21 (2), 305-321.(SSCI, First Author). https://www.jstor.org/stable/26388409
[25]
Hsu, T. C. (2019). Using a concept mapping strategy to improve the motivation of EFL students in Google Hangouts Peer-Tutoring Sessions with native speakers. Interactive Learning Environments, 27(2), 272-285. https://doi.org/10.1080/10494820.2018.1463268
[24]
Hsu, T.-C., & Liu, G.-Z. (2017).Editorial of special issue on mobile learning application and strategies. International Journal of Mobile Learning and Organisation, 11(3), 207-209.
[23]
張韶宸、許庭嘉*、蘇勃郡。(2017, OCt.)。基於認知師徒制的情境遊戲對學生學習排序運算思維的成效分析。 教育研究月刊,282, 43-58. https://doi.org/10.3966/168063602017100282003
[22]
Chu, H.-C., Hsu, T.-C., & Yang, K.-H. (2018). Editorial of special issue on impacts of digital learning strategies and applications. International Journal of Online Pedagogy and Course Design (IJOPCD), 8(3), vi-viii. (ESCI, SCOPUS, INSPEC).
[21]
Hwang, G.-J., Hsu, T.-C.*, & Hsieh, Y.-H. (2018, Nov). Impacts of different smartphone caption/subtitle mechanisms on English listening performance and perceptions of students with different learning styles. International Journal of Human-Computer Interaction, 35(4-5), 333-344. (SSCI, Corresponding Author). https://doi.org/10.1080/10447318.2018.1543091
[20]
Hsu, T.-C.*, Li, J.-T., Govaerts, S., & Gillet, D. (2017, January). The perceptions of using instant interaction applications for enhancing peer discussion in a flipped classroom. International Journal of Mobile Learning and Organisation, 11(1), 1-14. (Indexed in: Scopus (Elsevier)) (First Author, Corresponding Author, collaborating with scholars in EPFL, REACT, Switzerland). https://doi.org/10.1504/IJMLO.2017.080886
[19]
Hwang, G.-J., Hsu, T.-C., Lai, C.-L., & Hsueh, C.-J. (2017, March). Interaction of problem-based gaming and learning anxiety in language students' English listening performance and progressive behavioral patterns. Computers & Education, 106, 26-42. (SSCI, Second Author) https://doi.org/10.1016/j.compedu.2016.11.010
[18]
Hsu, T.-C.* (2017, March). Learning English with Augmented Reality: Do learning styles matter?. Computers & Education, 106, 137-149. https://doi.org/10.1016/j.compedu.2016.12.007 (SSCI, Single Author)
[17]
Hsu, T. C. (2018). Behavioural sequential analysis of using an instant response application to enhance peer interactions in a flipped classroom. Interactive Learning Environments, 26(1), 91-105.(SSCI, Single Author) https://doi.org/10.1080/10494820.2017.1283332
[16]
Hsu, T.-C.* (2019, Jun). Effects of Gender and Different Augmented Reality Learning Systems on English Vocabulary Learning of Elementary School Students. Universal Access in the Information Society, 18(2), 315-325. (SSCI, Single Author) https://doi.org/10.1007/s10209-017-0593-1
[15]
Hsu, T.-C., & Hwang, G.-J. (2017). Effects of a Structured Resource-based Web Issue-Quest Approach on Students' Learning Performances in Computer Programming Courses. Educational Technology & Society, 20(3), 82-94.(SSCI, First Author) https://www.jstor.org/stable/26196121/
[14]
Hsu, T.-C.* (2016, Oct.). Effects of A Peer Assessment System based on a Grid-based Knowledge Classification Approach on Computer Skills Training. Educational Technology & Society, 19(4), 105–117. (SSCI, Single Author)
[13]
Wong, L. H., & Hsu, C. K.* (2016, January). Effects of Learning Styles on Learners Collaborative Patterns in a Mobile-Assisted Chinese Character Forming Game Based on Flexible Grouping Approach. Technology​, Pedagogy and Education, 25(1), 61-77. (SSCI, Corresponding Author) https://doi.org/10.1080/1475939X.2014.963661
[12]
Hsieh, Y.-H., Hsueh, C.-J., & Hsu, C.-K.* (2015). The effects of using interactive e-book on English learning effectiveness of different proficiency students. International Journal of Mobile Learning and Organisation, 9(1), 86-99. https://doi.org/10.1504/IJMLO.2015.069720. (Indexed in: Scopus (Elsevier)) (Corresponding Author)
[11]
Lan, Y. J., & Hsu, T. C. (2015, November). Guest editors' introduction: special issue "ICT in language learning." Research and Practice in Technology Enhanced Learning, 10(1). https://doi.org/10.1186/s41039-015-0025-x (Guest Editor)
[10]
Hsu, C. K.* (2015, January). Learning motivation and adaptive video caption filtering for EFL learners using handheld devices. ReCALL, 27 (1), 84-103. (SSCI, Single Author) https://doi.org/10.1017/S0958344014000214
[9]
Hsu, C.-K. & Hwang, G.-J. (2014, November). A Context-Aware Ubiquitous Learning Approach for Providing Instant Learning Support in Personal Computer Assembly Activities. Interactive Learning Environments, 22(6), 687-703. (SSCI, First Author) https://doi.org/10.1080/10494820.2012.745425
[8]
Hsu, C. K., Hwang, G. J., & Chang, C. K. (2014, May). An Automatic Caption Filtering and Partial Hiding Approach to Improving the English Listening Comprehension of EFL Students. Educational Technology & Society, 17(2), 270-283. (SSCI, First Author) https://www.jstor.org/stable/jeductechsoci.17.2.270
[7]
Hsu, C. K., Hwang, G. J., & Chang, C. K. (2013, April). A personalized recommendation-based mobile learning approach to improving the reading performance of EFL students. Computers & Education, 63, 327-336. (SSCI, First Author) https://doi.org/10.1016/j.compedu.2012.12.004
[6]
Wong, L. H., Hsu, C. K., Sun, J. Z., & Boticki, I. (2013, April). How Flexible Grouping Affects the Collaborative Patterns in a Mobile-Assisted Chinese Character Learning Game?. Educational Technology & Society, 16(2), 174–187. (SSCI, Second Author) https://www.jstor.org/stable/jeductechsoci.16.2.174
[5]
Hsu, C. K., Hwang, G. J., Chang, Y. T., & Chang, C. K. (2013). Effects of Video Caption Modes on English Listening Comprehension and Vocabulary Acquisition Using Handheld Devices. Educational Technology & Society, 16(1), 403-414. (SSCI, First Author) https://www.jstor.org/stable/10.2307/jeductechsoci.16.1.403
[4]
Hsu, C. K., Hwang, G. J., Chuang, C. W., & Chang, C. K. (2012). Effects on learners' performance of using selected and open network resources in a problem-based learning activity. British Journal of Educational Technology, 43 (4), 606-623. (SSCI, First Author) https://doi.org/10.1111/j.1467-8535.2011.01235.x
[3]
Chang, C. K., & Hsu, C. K.* (2011). A Mobile-assisted Synchronously Collaborative Translation-Annotation System for EFL Reading Comprehension. Computer Assisted Language Learning, 24(2), 155-180. (SSCI, Corresponding Author) https://doi.org/10.1080/09588221.2010.536952
[2]
Chang, C. K., Chen, G. D., & Hsu, C. K. (2011). Providing adequate interactions in online discussion forums using few teaching assistants. Turkish Online Journal of Educational Technology, 10(3), 193-202. (SSCI, Third Author) https://eric.ed.gov/?id=EJ944965
[1]
Hsu, C. K., Hwang, G. J., & Chang, C. K. (2010). Development of a reading material recommendation system based on a knowledge engineering approach. Computers & Education, 55(1), 76-83. (SSCI, First Author) https://doi.org/10.1016/j.compedu.2009.12.004