Ju-Ling Shih

Orcid: 0000-0003-2179-9117

According to our database1, Ju-Ling Shih authored at least 42 papers between 2002 and 2023.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

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

Replies to commentaries on IDC Theory in practice.
Res. Pract. Technol. Enhanc. Learn., 2023

2022
Personalities, sequences of strategies and actions, and game attacks: A statistical discourse analysis of strategic board game play.
Comput. Hum. Behav., 2022

2019
IDC theory: creation and the creation loop.
Res. Pract. Technol. Enhanc. Learn., 2019

2018
Multisensory games-based learning - lessons learnt from olfactory enhancement of a digital board game.
Multim. Tools Appl., 2018

Analysing Group Dynamics of a Digital Game-based Adventure Education Course.
J. Educ. Technol. Soc., 2018

A Proposal for the Global and Collaborative PBL Learning Environment Where All Global Members on Different Campuses Are "On the Same Page" throughout the Process of Learning in the Project.
Proceedings of the Conference on Technologies and Applications of Artificial Intelligence, 2018

2017
A mobile instructional pervasive game method for language learning.
Univers. Access Inf. Soc., 2017

STEAMing the Ships for the Great Voyage: Design and Evaluation of a Technology integrated Maker Game.
IxD&A, 2017

Game-Based Learning Effectiveness and Motivation Study between Competitive and Cooperative Modes.
Proceedings of the 17th IEEE International Conference on Advanced Learning Technologies, 2017

2016
Applying Augmented Reality to a Mobile-Assisted Learning System for Martial Arts using Kinect Motion Capture.
Int. J. Distance Educ. Technol., 2016

Advancing Adventure Education Using Digital Motion-Sensing Games.
J. Educ. Technol. Soc., 2016

Experiences of Using a Blended Mobile Learning Approach to Connect Classroom and In-Field Learning Activities in a Local Culture Course.
Proceedings of the Seamless Learning in the Age of Mobile Connectivity, 2016

2015
A simulated learning environment of history games for enhancing players' cultural awareness.
Interact. Learn. Environ., 2015

Game Factors and Game-Based Learning Design Model.
Int. J. Comput. Games Technol., 2015

A Preliminary Study of Using Laban Movement Analysis to Observe the Change of Teenagers' Bodily Expressions of Emotions in Game-Based Learning.
Proceedings of the IIAI 4th International Congress on Advanced Applied Informatics, 2015

2014
The Integration of Concept Mapping in a Dynamic Assessment Model for Teaching and Learning Accounting.
J. Educ. Technol. Soc., 2014

Using Instructional Pervasive Game for School Children's Cultural Learning.
J. Educ. Technol. Soc., 2014

2013
Developing computer adventure education games on mobile devices for conducting cooperative problem-solving activities.
Int. J. Mob. Learn. Organisation, 2013

Rational emotive path: 3D game as the emotion analysis tool for counselling purposes.
Int. J. Arts Technol., 2013

Developing Multi-player Digital Adventure Education Game with Motion Sensing Technologies.
Proceedings of the IEEE 13th International Conference on Advanced Learning Technologies, 2013

The Impacts of Computer Literacy and Learning Enthusiasm on Cognitive Load in Instructional Pervasive Game.
Proceedings of the IEEE 13th International Conference on Advanced Learning Technologies, 2013

2012
Approaching M-learning with the Application of Instructional Pervasive Game.
Proceedings of the Seventh IEEE International Conference on Wireless, 2012

Emotion Labyrinth: Learning to Rationalize Emotions through 3D Game Environment.
Proceedings of the IIAI International Conference on Advanced Applied Informatics, 2012

Game-Based Career Guidance Systems Design Concept.
Proceedings of the 2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced Learning, 2012

"Landscape Montage" Digital Game for Virtual Counseling Purposes.
Proceedings of the 2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced Learning, 2012

The Transformation of Adventure Education into Digital Game-based Counseling.
Proceedings of the 2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced Learning, 2012

A Prototype on a Meta-model for Designing Instructional Pervasive Games.
Proceedings of the 2012 IEEE Fourth International Conference On Digital Game And Intelligent Toy Enhanced Learning, 2012

2011
An investigation-based learning model for using digital libraries to support mobile learning activities.
Electron. Libr., 2011

An enhanced concept map approach to improving children's storytelling ability.
Comput. Educ., 2011

2010
Using a mobile learning system for field investigative learning about the local history and geography of southern Taiwan.
Int. J. Mob. Learn. Organisation, 2010

Development and instructional application of u-library on butterfly and wetland ecology for context-aware ubiquitous learning.
Int. J. Mob. Learn. Organisation, 2010

An Inquiry-based Mobile Learning Approach to Enhancing Social Science Learning Effectiveness.
J. Educ. Technol. Soc., 2010

A Decision-Tree-Oriented Guidance Mechanism for Conducting Nature Science Observation Activities in a Context-Aware Ubiquitous Learning Environment.
J. Educ. Technol. Soc., 2010

The influence of collaboration styles to children's cognitive performance in digital problem-solving game "William Adventure": A comparative case study.
Comput. Educ., 2010

GIS-Integrated Learning System for Taiwan Local Cultures.
Proceedings of the 6th IEEE International Conference on Wireless, 2010

A Preliminary Outcome-Oriented Review of Game-Based Learning Research.
Proceedings of the 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2010

Designing a Role-Play Game for Learning Taiwan History and Geography.
Proceedings of the 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2010

Analysis of Seven Important Studies in Research of Joyful Learning and Society.
Proceedings of the 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, 2010

2008
The Design of an Ubiquitous Learning System with Research Problem-Based Learning (RPBL) Model for Qualitative Studies.
Proceedings of the Fifth IEEE International Conference on Wireless, 2008

2007
Organizing learning materials through hierarchical topic maps: an illustration through Chinese herb medication.
J. Comput. Assist. Learn., 2007

2002
A Portal for Access to Complex Distributed Information about Energy.
Proceedings of the 2002 Annual National Conference on Digital Government Research, 2002


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