Biyun Huang
Orcid: 0000-0003-0555-9973
According to our database1,
Biyun Huang
authored at least 14 papers
between 2015 and 2024.
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Bibliography
2024
They believe students can fly: A scoping review on the utilization of drones in educational settings.
Comput. Educ., 2024
Learning Programming with VEX Robotics: Influence on Student Motivation in International Secondary School from Teachers' Perspective.
Proceedings of the IEEE Frontiers in Education Conference, 2024
2023
Proceedings of the IEEE International Conference on Teaching, 2023
Promoting STEM Interest through Empathy and Creative Thinking in a STEM-based Community Service Program.
Proceedings of the Proceeding of the 31st International Conference on Computers in Education, 2023
2022
Trends and exemplary practices of STEM teacher professional development programs in K-12 contexts: A systematic review of empirical studies.
Comput. Educ., 2022
Proceedings of the Proceeding of the 30th International Conference on Computers in Education, 2022
2020
Exploring the Integration of Social Care Education with STEM: A Social-Scientific Maker Curriculum.
Proceedings of the IEEE International Conference on Teaching, 2020
2019
Investigating the effects of gamification-enhanced flipped learning on undergraduate students' behavioral and cognitive engagement.
Interact. Learn. Environ., 2019
Proceedings of the Proceeding of the 27th International Conference on Computers in Education, 2019
Examining the Effect of Gamification in Information Science, Computer and Engineering Education: A Meta-analysis of Student Learning Performance.
Proceedings of the Proceeding of the 27th International Conference on Computers in Education, 2019
2018
Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts.
Comput. Educ., 2018
2016
Engaging Asian students through game mechanics: Findings from two experiment studies.
Comput. Educ., 2016
2015
Assessing the Impacts of Gamification on Students' Motivation, Learning and Participation.
Proceedings of the Proceeding of the 23rd International Conference on Computers in Education, 2015
Do points, badges and leaderboard increase learning and activity: A quasi-experiment on the effects of gamification.
Proceedings of the Proceeding of the 23rd International Conference on Computers in Education, 2015