研討會(從到師大任職以後)

[92]
Hsueh, H.-W., & Hsu, T.-C. (Dec., 2023). Game-based learning of AI image recognition practice on computational thinking and self-efficacy of undergraduates. The 31st International Conference on Computers in Education. Matsue, Shimane, Japan.
[91]
Chang, Y.-X., & Hsu, T.-C. (Dec., 2023). The impact of an educational board game on students’ learning achievement and flow state in media and information literacy. The 31st International Conference on Computers in Education. Matsue, Shimane, Japan.
[90]
Chiang, Y.-Y., & Hsu, T.-C. (Dec., 2023). Exploring motivational differences in competitive and cooperative game-based learning through educational board games. The 31st International Conference on Computers in Education. Matsue, Shimane, Japan.
[89]
Chen, M.-S., & Hsu, T.-C. (Dec., 2023). Learning effectiveness of integrating peer assessment and board games in a computational thinking and artificial intelligence unit: Taking speech recognition as examples. The 31st International Conference on Computers in Education. Matsue, Shimane, Japan.
[88]
Hsu, T.-P., & Hsu, T.-C. (Dec., 2023). An empirical study of the computational thinking learning game, “Online Robot City”. The 31st International Conference on Computers in Education. Matsue, Shimane, Japan.
[87]
Wynn, A., Wang, J.., Han, R. & Hsu, T.-C. (Oct., 2023). Multiplayer serious games supporting programming learning. The 17th European Conference on Games Based Learning (ECGBL), Enschede, Netherlands.
[86]
Hsu, T.-P., Chen, M.-S., & Hsu, T.-C. (Aug., 2023). Exploring the development of a teaching model based on the TPACK framework. The International Conference of Innovative Technologies and Learning(ICITL), Porto, Portugal.
[85]
Hsu, T.-C., & Hsu, T.-H. (2023, May). Achievements of middle school students developing an AIoT food-delivery robot with e-POGIL. International Conference on Digital Learning Strategies and Applications (DLSA 2023). Hokkaido University, Hokkaido, Japan.
[84]
Hsu, T.-C., Hsu, T.-P., & Lin, Y.-T. (2023). The artificial intelligence learning anxiety and self-efficacy of the in-service teachers in AI training courses. The International Conference on Artificial Intelligence and Education (ICAIE 2023), Kobe University, Kobe, Japan.
[83]
張亞璇、許庭嘉。(2023, March)。混成式學習非同步線上討論中不同學習成就學生的行為模式。第十八屆台灣數位學習發展研討會(TWELF 2023),屏東:墾丁。
[82]
江沅遙、許庭嘉。(2023, March)。不同成就的科技領域學生之線上討論行為分析。第十八屆台灣數位學習發展研討會(TWELF 2023),屏東:墾丁。
[81]
劉櫂弘、許庭嘉。(2022, Dec.)。 不同成績高低分群的高中生於程式語言線上課程的參與度分析。2022自主學習節暨數位學習行為分析研討會。高雄市:國立高雄大學。
[80]
王佩璇、許庭嘉。(2022, Dec.)。不同自我效能於線上平台討論行為之滯後序列分析。2022自主學習節暨數位學習行為分析研討會。高雄市:國立高雄大學。
[79]
吳宇凡、許庭嘉。(2022, Dec.)。積極同儕互評反饋與學生成績之相關性。2022自主學習節暨數位學習行為分析研討會。高雄市:國立高雄大學。
[78]
薛惠文、許庭嘉。(2022, Dec.)。探討人工智慧語音辨識課程中教育桌遊對機器學習自我效能與人工智慧焦慮之影響。2022自主學習節暨數位學習行為分析研討會。高雄市:國立高雄大學。
[77]
吳昱亭、許庭嘉。(2022, Dec.)。探討大學生使用環景虛擬實境認識台灣能源現況之學習動機、成效與回饋。2022自主學習節暨數位學習行為分析研討會。高雄市:國立高雄大學。
[76]
徐崇傑、許庭嘉。* (2022). 不同數位筆記方式的學生遊玩數位學習遊戲之回饋與成效。 全球華人探究學習創新應用大會(GCCIL)。 中國:浙江師範大學。
[75]
Wen, W.-N.,& Hsu, T.-C.* (2021, September). Learning performance of the different-gender students using the augmented reality system with the tangible concept map to support metal creation. The 25th Global Chinese Conference on Computers in Education(GCCCE2021), Taiwan.
[74]
Wu, Y.-T.,& Hsu, T.-C.* (2021, September). Comparison of motivation and flow experience of the students with different self-regulated learning degrees in game-based learning. The 25th Global Chinese Conference on Computers in Education(GCCCE2021), Taiwan.
[73]
Chen, M.-S.,& Hsu, T.-C.* (2021, September). The effects of chat bot with/without decision tree on cognitions and affections of learning the introduction to geographical climate. The 25th Global Chinese Conference on Computers in Education(GCCCE2021), Taiwan.
[72]
Wen, W.-N., Hsu, S.-C., Wu, Y.-T.,& Hsu, T.-C.* (2021, September). Behavior patterns of the students with different self-regulated learning degrees on asynchronous online learning of Emergency Remote Education. The 25th Global Chinese Conference on Computers in Education(GCCCE2021), Taiwan.
[71]
Hsu, C.-W., Chen, M.-S., Wang, C.-C., & Hsu, T.-C*. (2021, September). Behavioral analysis of different-achievement students discussing on the asynchronous platform during the COVID-19 epidemics. The 25th Global Chinese Conference on Computers in Education(GCCCE2021), Taiwan.
[70]
Tsai, I.-F., Hsu, T.-C.,& Chang, Y.-S. (2021, July). 擴增實境技術融入 STEM 雷切無人機專題之教材開發與課程實施 .2021 Conference on Engineering, Technological and STEM Education (ETS 2021), Taiwan.
[69]
Hsu, T.-C., Chang, C., & Jen, T.-H. (2021, June). Effects of using vocabulary APP with AI image recognition and Google translation APP with Instant OCR on English vocabulary. The 4th Pedagogy and Practice in Technology Enhanced Language Learning (PPTELL 2021) conference (formerly Pan-Pacific Technology Enhanced Language Learning), Taiwan.
[68]
Yang, S.-H., Hsu, T.-C.*, & Chen, M.-S. (2021, June).The effects of computational thinking educational boardgame and visual programming on the novices learning computational thinking. 5th APSCE International Conference on Computational Thinking and STEM Education 2021 (CTE-STEM 2021), Singapore.
[67]
Yang, H.-Y., Hsu, T.-C.*, & Wen, W.-N. (2021, June). Modeling instruction design for computational thinking activities: Geometric beauty. The 5th APSCE International Conference on Computational Thinking and STEM Education 2021 (CTE-STEM 2021), Singapore.
[66]
Lin, Y.-T., & Hsu, T.-C. (2021, April). The MLSE and AILA of elementary and middle school teachers learning image recognition courses. 第十七屆科技教育研究與發展學術研討會(ICCITE2021), Kaohsiung, Taiwan.
[65]
Lin, Y.-W., & Hsu, T.-C.* (2021, March). Learning outcomes of the undergraduates with different genders applying e-learning to artificial intelligence courses. The 16th Taiwan E-Learning Forum (TWELF2021), Taiwan.
[64]
Liu, Y.-C., & Hsu, T.-C.* (2021, March). Learning effectiveness of novices using a digital game simulating the employee training workplace. The 16th Taiwan E-Learning Forum (TWELF2021), Taiwan.
[63]
Jen, T.-H., & Hsu, T.-C.* (2021, March). The impact of image recognition combined with mobile learning on English vocabulary learning performance. The 16th Taiwan E-Learning Forum (TWELF2021), Taiwan.
[62]
Chen, M.-S., & Hsu, T.-C.* (2020, November). Incorporating the audio instruction classifier into the computational thinking board game. The International Conference on Education and Artificial Intelligence 2020 (ICEAI 2020), HongKong.
[61]
Zhou, T.-C., & Hsu, T.-C. (2020). Learning behaviors analysis of the six grader students integrating educational robots with the computational thinking board game. International Conference on Computational Thinking Education 2020, HongKong.
[60]
Lin, Y.-T., & Hsu, T.-C. (2020). Effects of using mobile phone programs to control educational robots on the programming self-efficacy of the third grade students. International Conference on Computational Thinking Education 2020, HongKong.
[59]
Liang, Y.-S., & Hsu, T.-C. (2020). Comparison of the learning behaviors of the third grader students integrating robots and the computational thinking board game in Singapore and Taiwan. International Conference on Computational Thinking Education 2020, HongKong.
[58]
Hsu, C.-J., & Hsu, T.-C. (2020). An empirical study of analyzing the behaviors of the sixth grade students in learning English oral interaction with educational robots. International Conference on Computational Thinking Education 2020, HongKong.
[57]
Jen, T.-H., & Hsu, T.-C. (2020). The Impact of using mobile block-based programming to control robots on the performance of the fifth grader students learning computational thinking in Singapore. International Conference on Computational Thinking Education 2020, HongKong.
[56]
Hsu, T.-C., Wong, L.-H., & Aw, G.-P. (2020, July). Learning Chinese as a second language by educational robots integrating the operation of conditional logic in computational thinking and the usage of the causal sentences. The 21st International Conference on Advanced Learning Technologies and Technology-enhanced Learning. Tartu, Estonia.
[55]
Lin, Y. W., & Hsu, T.-C.* (2020, May). The impact of prior knowledge on STEAM courses: Taking the findings that space capability affects the Maker of bionic beast robot for an example. The 9th Conference on Engineering, Technological and Technology Education, Taiwan.
[54]
Huang, Y.-L., & Hsu, T.-C.*(2020, March). A pilot study of human resource recruitment educational board game. Taiwan E-Learning Forum (TWELF2020), Taiwan.
[53]
Liu, Y.-C.,& Hsu, T.-C.* (2020, March). Relationships between different collaboration annotations, students’ performance and problem-posing by Kahoot!. Taiwan E-Learning Forum (TWELF2020), Taiwan.
[52]
Kuo, W.-C., & Hsu, T.-C. (2019, June). Learning Effectiveness of Using Augmented Reality to Support Computational Thinking Learning Board Game. The Third International Conference on Computational Thinking Education 2019. HongKong, China.
[51]
Liang, Y.-S., & Hsu, T.-C. (2019, June). The Learning Effectiveness of Integrating Computational Thinking and English Oral Interaction. The Third International Conference on Computational Thinking Education 2019. HongKong, China.
[50]
Huang, Y.-L., & Hsu, T.-C. (2019, June). A Model for Readiness Analysis of Schools Conducting Computational Education. The Third International Conference on Computational Thinking Education 2019. HongKong, China.
[49]
Chen, Y.-N., & Hsu, T.-C.(2019, May). The Effects of Playing with Different Cooperation Strategies in a Computational Thinking Board Game “Robot City”. The 23rd Global Chinese Conference on Computers in Education(GCCCE2019). Wuhan, China.
[48]
許晁睿、許庭嘉。(2019年5月)。二元樹網路學習影片推薦系統之評估。第八屆工程、技術與科技教育學術研討會。台北市:國立臺灣師範大學。
[47]
梁儀嫻、許庭嘉。(2019年3月)。英語詞彙時態診斷與學習系統之初探研究。第十四屆臺灣數位學習發展研討會(TWELF 2019)。雲林:國立雲林科技大學。
[46]
Hsu, T-C.*& Chan, C.-Y. (2018, November). The Effects of Applying Virtual-Reality Implementation for Reflection after Contextual Mobile Learning. Yang, J. C. et al. (Eds.), Proceedings of the 26th International Conference on Computers in Education. Philippines: Asia-Pacific Society for Computers in Education.
[45]
Hsu, T.-C. (2018, June 14-16). The Readiness of Computational Thinking Education in Taiwan: Perspectives from the K-12 Principals in 2017. International Conference on Computational Thinking Education 2018, HongKong, China.
[44]
陳彥霓、許庭嘉。(2018, May 25-29)。動手做虛擬實境系統對於學生自然科學習成效之影響。第22屆全球華人計算機教育應用大會(GCCCE2018),中國、廣州:華南師範大學。
[43]
郭韋辰、許庭嘉。(2018, May 25-29)。結合雙層式測驗策略之虛擬實境學習系統對學生自然科學習表現之影響。第22屆全球華人計算機教育應用大會(GCCCE2018)。第22屆全球華人計算機教育應用大會(GCCCE2018),中國、廣州:華南師範大學。
[42]
詹筌亦、張韶宸、許庭嘉、蔡佩如。(2018, May 25-29)。語文素養行動學習: 實地踏查後應用虛擬實境製作進行反思的影響。第22屆全球華人計算機教育應用大會(GCCCE2018)。第22屆全球華人計算機教育應用大會(GCCCE2018),中國、廣州:華南師範大學。
[41]
Lin, P.-H., & Hsu, T.-C.* (2018, April). Learning Effectiveness of Integrating an Instant-feedback Platform with an Instructional Tool for Merge Sorting Algorithm. the 3rd International Conference on Digital Learning Strategies and Applications (DLSA 2018). Hokkaido University, Japan.
[40]
林羿妏、許庭嘉*(2018, March)。自製小組會話影片後同儕互評對口說練習帶來的學習成效。第十三屆台灣數位學習發展研討會(TWELF 2018)。臺灣: 台中教育大學。
[39]
朱嘉鴻、許庭嘉*(2017, Dec.)。大學生使用教學影片推薦系統於不同排序演算法之學習成效。全國計算機會議2017
[38]
Guo, S.-C. & Hsu, T.-C.* (2017, Dec. 4-8). Integration of Peer Assessment and Shadowing Strategies for Improving the Oral Performance of EFL Learners. The 25th International Conference on Computers in Education (ICCE 2017). Christchurch, New Zealand. (SCOPUS-Index)
[37]
Hsu, T.-C.* & Chang, S. C. (2017, July 27-29). The Effectiveness of Integrating Augmented Reality with Instructional Tools for Learning the Computational Thinking of Sorting Algorithms. The 8th Global Chinese Conference on Inquiry Learning: Innovations and Applications.(GCCIL 2017), . Chengdu, China.
[36]
Hsu, H.-M., & Hsu, T.-C.* (2017, July 27-29). Two-Tier Assessment Strategy Integrating Peer Assessment and Self-Assessment for Mobile Learning to Promote Learning Performance of Painting. The 8th Global Chinese Conference on Inquiry Learning: Innovations and Applications.(GCCIL 2017), . Chengdu, China. (The Best Research Paper Award)
[35]
Hsu, T.-C.* & Zhou, K.-Z. (2017, July 9-13). Recommendation of Instructional Video Clips for HTML Learners Based on the ID3 Algorithm. International Conference on Learning Technologies and Learning Environments (LTLE2017) in conjunction with the 6th IIAI International Congress on Advanced Applied Informatics (IIAI-AAI 2017), Hamamatsu, Shizuoka, Japan.
[34]
Chu, C.-H., & Hsu, T.-C.* (2017, June 16-17). The performance of Serial and Global Learning-Style Students Using Instant Response Application. The 21stGlobal Chinese Conference on Computers in Education(GCCCE 2017). Beijing, China.
[33]
Hsu, T.-C.,* & Hu, H.-C. (2017, July 13-15). Application of the Four Phases of Computational Thinking and Integration of Blocky Programming in a Sixth-Grade Mathematics Course. International Conference on Computational Thinking Education 2017 (CTE2017). Hong Kong, China.
[32]
Wang, Y.-W., & Hsu, T.-C.* (2017, March 16-17). Integrating Mobile learning with Two-tier Peer Assessment for Promoting Learning Performance of the Students. TAIWAN E-LEARNING FORUM (TWELF 2017). National Central University, Taoyuan, Taiwan.
[31]
Wong, L-H, Hsu, T.-C.*, & Boticki, I. (2016, Nov 28-Dec 2). How Learners of Different Learning Styles Collaborate in a Mobile-Assisted Chinese Character Game Based on Flexible Grouping. The 24th International Conference on Computers in Education (ICCE 2016), IIT Bombay, Mumbai, India. (be nominated for Best Technical Design Paper Award)
[30]
Hsu, T.-C.* (2016, October 26-29). Integrating Mind Tools as a CMAS Cycle for Secondary School Students to Learn English as a Foreign Language. International Workshop on Technology Enhanced Language Learning In conjunction with the 1st International Symposium on Emerging Technologies for Education (SETE 2016) and the 15th International Conference on Web-based Learning (ICWL 2016). Roma, Italy. published in a volume of Springer Lecture Notes in Computer Science (LNCS). (SCOPUS Index).
[29]
Tosti Chiang, H.-C., Hsu, T.-C., & Chen, S.-C. (2016, September 14-16). Applying Big Data Analysis to MOOCs Learners’ Media Literacy Cultivation on Collaborative Learning. The Eighth International Conference on Collaboration Technologies. Kanazawa, Ishikawa, Japan.
[28]
Hsu, T.-C.*, Govaerts, S., Holzer, A., & Gillet, D. (2016, August 15-17). Are Interactive Types in Flipped Classroom Affected by the Display Interface Designed in the Smartphone Application?. Advanced E-Learning workshop (AEL2016) in conjunction with IEEE UMEDIA 2016, Moscow, Russia.
[27]
Hsu, T.-C.* (2016, July 10-14). The Effects of A Dynamic Repertory Grid For Peer Assessment. International Conference on Learning Technologies and Learning Environments (LTLE2016) in conjunction with the 5th International Congress on Advanced Applied Informatics, Kumamoto, Japan
[26]
劉南岑、許庭嘉* 。(2016年5月)。以眼動證據探討網頁設計同儕互評之高低分不同評價的因素。第20屆全球華人計算機教育應用大會(GCCCE 2016)。中國大陸,香港: 香港教育大學。(最佳學生論文獎入圍)
[25]
陳立庭、林奕維、陳政翰、許庭嘉* 。(2016年5月)。不同自律學習學生在Facebook與Moodle平台之討論行為分析。第20屆全球華人計算機教育應用大會(GCCCE 2016)。中國大陸,香港: 香港教育大學。(最佳研究論文獎入圍)
[24]
張方瑜、廖維國、王玉璿、蘇勃郡*、許庭嘉 。(2016年5月)。使用不同學習管理平台於翻轉教學之互動行為分析。第20屆全球華人計算機教育應用大會(GCCCE 2016)。中國大陸,香港: 香港教育大學。
[23]
劉南岑、蔡依帆、江明恩、陳宣惠、許庭嘉* 。(2016年5月)。不同網路平台中不同認知風格學生之行為分析。第20屆全球華人計算機教育應用大會(GCCCE 2016)。中國大陸,香港: 香港教育大學。
[22]
許庭嘉* 。(2016年5月)。排序演算法之手機應用程式遊戲式學習設計。第五屆工程與科技教育學術研討會。臺灣,台北: 國立臺灣師範大學。
[21]
劉南岑、許庭嘉*。(2015年11月)。視覺型風格學生進行網頁設計之同儕互評眼動證據分析。第十一屆台灣數位學習發展研討會(TWELF2015)。臺灣,高雄: 國立高雄師範大學。
[20]
許庭嘉*、李若彤。(2015年11月)。即時互動應用程式於課堂之互動行為分析。第十一屆台灣數位學習發展研討會(TWELF2015)。臺灣,高雄: 國立高雄師範大學。
[19]
Hsu, T. C.* & Lu, C.-L. (2015, June). Effects of Integrating Concept Mapping and Peer Assessment on Foreign Language Speaking Anxiety and Cognitive Loads of High and Low Proficiency Students. 2015 International Workshop on Learning Analytics, Technology Adoption, and Language Learning in the Big-Data Era (LATALL 2015), Taipei, Taiwan.
[18]
Wong, L.-H.,& Hsu, T. C.* (2015, June). Investigating the Relations between the Learning Styles, the Collaborative Roles and the Learning Outcomes of the Students Playing a Mobile-Assisted Chinese Character Game. Paper submitted to the 11th International Conference on Computer Supported Collaborative Learning (CSCL 2015), Gothenburg, Sweden.
[17]
Hsu, C. K.* (2015, May). Using Instant Interaction Apps for Peer Feedbacks in Undergraduate Computer Science Course. International Conference on Digital Learning Strategies and Applications (DLSA 2015), Sapporo, Hokkaido, Japan.
[16]
王鈺文、許庭嘉*、劉南岑。(2015年5月)。結合行動學習與線上同儕互評策略提升設計課程學習動機與成效。第19屆全球華人計算機教育應用大會(GCCCE 2015)。臺灣,臺北: 國立臺灣師範大學。(獲得"最佳研究論文獎")
[15]
周依璇、許庭嘉*、楊梅伶。(2015年5月)。行動學習結合同儕互評策略對透視圖學習成效的影響。第19屆全球華人計算機教育應用大會(GCCCE 2015)。臺灣,臺北: 國立臺灣師範大學。
[14]
林羿妏、許庭嘉*、吳育吟。(2015年5月)。不同行動學習策略對以英文為外語學生的學習動機和自我效能影響。第19屆全球華人計算機教育應用大會(GCCCE 2015)。臺灣,臺北: 國立臺灣師範大學。
[13]
許晴茹、許庭嘉*。(2015年5月)。個別敘事與小組敘事對高職生實行社會科行動學習的成效差別。第19屆全球華人計算機教育應用大會(GCCCE 2015)。臺灣,臺北: 國立臺灣師範大學。
[12]
陳瑋廷、許庭嘉*。(2015年5月)。結合擴增實境與電子書之個別化行動學習系統於科技教育之學習成效與動機。第四屆工程與科技教育學術研討會。臺灣,臺北: 國立臺灣大學。
[11]
Chen, W.-T., Hsu, C.-K.*,& Peng, C.-H. (2015, January). Using A Knowledge Engineering Approach Integrated with Augmented Reality and E-Book to Assist Students Learning Living Technology. Proceedings of The 11th International Conference on Technology Education in the Asia Pacific Region (ICTE 2015), HongKong, China
[10]
Hwang, G.-J., Hsieh, Y. H. & Hsu, C.-K.* (2014, December). Effects of Students Using Smart phones to Receive Different Amount of L1 Support for Listening Comprehension and Vocabulary Recall. Proceedings of the 22nd International Conference on Computers in Education. Nara, Japan.
[9]
Hwang, G.-J., Hsieh, Y. H., Hsueh, C. J. & Hsu, C.-K.* (2014, December). The Impacts of Using Interactive E-book on the Learning Effectiveness of English blank-filling cloze. Proceedings of the 22nd International Conference on Computers in Education. Nara, Japan.
[8]
許靜坤*、李若彤。(2014年11月)。應用手機即時互動程式於大學課堂中同儕回饋之接受度。第十屆台灣數位學習發展研討會(TWELF2014)。臺灣,台北: 國立臺灣師範大學。
[7]
黃國禎、謝宜軒、薛慶榕、許靜坤*。(2014年11月)。學習英文文意選填之互動式電子書的開發與評估。第十屆台灣數位學習發展研討會(TWELF2014)。臺灣,台北: 國立臺灣師範大學。
[6]
許靜坤*、陳瑋廷。(2014年5月)。以凱利方格輔助電腦軟體應用同儕互評成效分析。第18屆全球華人計算機教育應用大會(GCCCE 2014)。中國大陸,上海:華東師範大學。(入圍"最佳技術設計"論文候選)
[5]
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