Hui-Chun Hung

Orcid: 0000-0001-8700-5215

According to our database1, Hui-Chun Hung authored at least 12 papers between 2007 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2023
The effect of wearable technology on badminton learning performance: a multiple feedback WISER model in physical education.
Smart Learn. Environ., December, 2023

The effect of real-time pose recognition on badminton learning performance.
Interact. Learn. Environ., November, 2023

Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan.
Res. Pract. Technol. Enhanc. Learn., 2023

Applying Deep Knowledge Tracing Model for University Students' Programming Learning.
Proceedings of the International Conference on Information Networking, 2023

2020
Applying Educational Data Mining to Explore Students' Learning Patterns in the Flipped Learning Approach for Coding Education.
Symmetry, 2020

How are Live-Streaming Services and Social Media Platforms Changing On-Job MBA Students' Learning? A Case Study for Applying e-Case Live in Management Case-Based Learning in Taiwan.
IEEE Access, 2020

2017
Applying multi-touch technology to facilitate the learning of art appreciation: from the view of motivation and annotation.
Interact. Learn. Environ., 2017

2015
The Effectiveness of Adopting E-Readers to Facilitate EFL Students' Process-Based Academic Writing.
J. Educ. Technol. Soc., 2015

2009
Constructing the face-to-face collaborative game-based interacted environment for portable devices in English vocabulary acquisition.
Proceedings of the 8th International Conference on Computer Supported Collaborative Learning, 2009

2008
The Game-Based Constructive Learning Environment to Increase English Vocabulary Acquisition: Implementing a Wireless Crossword Fan-Tan Game (WiCFG) as an Example.
Proceedings of the Fifth IEEE International Conference on Wireless, 2008

2007
Constructing the game-based learning environment on handheld devices to facilitate English vocabulary building.
Proceedings of the 7th IEEE International Conference on Advanced Learning Technologies, 2007

Implementation of the scrabble game on the mobile devices to increase english vocabulary acquisition.
Proceedings of the 7th Iternational Conference on Computer Supported Collaborative Learning, 2007


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