Publications

Jong, M. S. Y. (2019). Sustaining the adoption of gamified outdoor social enquiry learning in high schools through addressing teachers’ emerging concerns: A three-year study. British Journal of Educational Technology, 50(3), 1275–1293.
Tse, C.-S., Chan, M.H.-M., Tse, W.-S., & Wong, S.W.-H. (2019). Can the testing effect for general knowledge facts be influenced by divided attention or experimentally-induced anxious mood? Frontiers in Psychology, 10, 969, 1-17.
Jong, M. S. Y. (2019). To flip or not to flip: Social science faculty members’ concerns about flipping the classroom. Journal of Computing in Higher Education, 31(2), 391–407.
Jong, M. S. Y., Chen, G. W., Tam, V., & Chai, C. S. (2019). Adoption of flipped learning in social humanities education: The FIBER experience in secondary schools. Interactive Learning Environments, 27(8), 1222-1238.
Dong, A. M., Jong, M. S. Y., & Shang, J. J. (2019). Achievement pathway of higher-order thinking through classroom interactions in the flipped classroom. Modern Educational Technology, 29(2), 46–51.
Geng, J., Jong, M. S. Y., & Chai, C. S. (2019). Hong Kong teachers’ self-efficacy and concerns about STEM education. The Asia-Pacific Education Researcher, 28(1), 35–45.
Tse, C.-S., & Yap, M.J. (2018). The role of lexical variables in the visual recognition of two-character Chinese compound words: A megastudy analysis. Quarterly Journal of Experimental Psychology, 71, 2022-2038.
Jong, M. S. Y., Chan, T., Hue, M. T., & Tam, V. (2018). Gamifying and mobilising social enquiry‐based learning in authentic outdoor environments. Educational Technology & Society, 21(4), 277–292.
Lan, Y. J., Botha, A., Shang, J. J., & Jong, M. S. Y. (2018). Technology enhanced contextual game-based language learning. Educational Technology & Society, 21(3), 86–89.
Gu, X., & Tse, C.-S. (2018). Abstractness and desirableness in human value system: Self-transcendence values are construed more abstractly but felt more closely than self-enhancement values. Asian Journal of Social Psychology, 21, 282-294.
Huang, Y., Tse, C.-S., & Xie, J. (2018). The bidirectional congruency effect of brightness-valence metaphoric association in the Stroop-like and priming paradigms. Acta Psychologica, 189, 76-92.
Siu, T.-S. C., McBride, C., Tse, C.-S., Tong, X., & Maurer, U. (2018). Evaluating the effects of metalinguistic and working memory trainings on fluent reading in Chinese and English: A randomized controlled trial. Frontiers in Psychology, 9, 2510, 1-13.
Li, Y., Tse, C.-S., & Sun, J. (2018). Other-race categorization advantage in a binary- vs. ternary-response race categorization task. Journal of Cognitive Psychology, 30, 242-256.
Chan, S. K. C., Geng, J., Jong, M. S. Y., & Lau, D. T. M. (2018). Addressing the challenges in engineering classes: Harnessing active learning in a robotics course. Proceedings of the 4th International Symposium on Educational Technology (ISET 2018) (pp. 162–164). Osaka, Japan.
Geng, J., Jong, M. S. Y., Luk, E. T. H., & Jiang, Y. (2018). Comparative study on the pedagogical use of interactive spherical video-based virtual reality: The EduVenture-VR experience. Proceedings of the 4th International Symposium on Educational Technology (ISET 2018) (pp. 261–263). Osaka, Japan.
Jong, M. S. Y., Shih, J. L., Looi, C. K., Huang, M., Xie, Y., Zhang, Y., Sun, D., Kuo, R., Tan, S. C., Lau, W., Xie, H., Jiang, B., Wang, M., Tu, S., Jiang, M., Geng, J., Zheng, S., & Lin, F. (Eds). (2018). Proceedings of the 22nd Global Chinese Conference on Computers in Education (GCCCE 2018). Guangzhou: South China Normal University.
Chen, G. W., Jong, M. S. Y., Looi, C. K., & Huang, M. (Eds.). (2018). Doctoral Student Forum Proceedings of the 22nd Global Chinese Conference on Computers in Education (GCCCE 2018). Guangzhou: South China Normal University.
Dong, Y., Jong, M. S. Y., Looi, C. K., &s; Huang, M. (Eds.). (2018). Workshop Proceedings of the 22nd Global Chinese Conference on Computers in Education (GCCCE 2018). Guangzhou: South China Normal University.
Zhang, X. H., Jong, M. S. Y., Looi, C. K., & Huang, M. (Eds.). (2018). Teacher Forum Proceedings of the 22nd Global Chinese Conference on Computers in Education (GCCCE 2018). Guangzhou: South China Normal University.
Jong, M. S. Y., Chan, T., Geng, J., & Luk, E. (2018). An evaluative study of GPS-supported outdoor context-aware social inquiry. Paper presented at America Educational Research Association Annual Meeting 2018 (AERA 2018), New York, USA.
Geng, J., Jong, M. S. Y., Luk, E. T. H., Tsai, C. C., Liang, J. C., & Hwang ,G. J. (2018). Influential factors for teacher acceptance of interactive spherical video-based virtual reality supported pedagogical approach. Paper presented at America Educational Research Association Annual Meeting 2018 (AERA 2018), New York, USA.
Lan, Y. J., Botha, A., Shang, J. J., & Jong, M. S. Y. (2018). Technology enhanced contextual game-based language learning. Educational Technology & Society, 21(3), 86–89.
Jiang, Y., & Jong, M. S. Y. (2018). Examining the impact of semantic relatedness on acquisition of English vocabulary: Evidence from Mainland China. Paper presented at the 5th Teaching and Education Conference, Amsterdam, Netherlands.
Tse, C.-S., Yap, M.J., Chan, Y.-L., Sze, W.P., Shaoul, C., & Lin, D. (2017). The Chinese Lexicon Project: A megastudy of lexical decision performance for 25,000+ traditional Chinese two-character compound words. Behavior Research Methods, 49, 1503-1519.
Huang, Y., & Tse, C.-S. (2017). Linguistic relativity in conceptual metaphors. In A. Ardila, A.B. Cieślicka, R.R. Heredia, & M. Rosselli (Eds.), Psychology of bilingualism: The cognitive and emotional world of bilinguals (pp. 3-26). New York: Springer.
Gu, X., Tse, C.-S., & Brown, N.R. (2017). The effects of collective and personal transitions on the organization and contents of autobiographical memory in Chinese older adults. Memory & Cognition, 45, 1335-1349.
Jong, M. S. Y., Chan, T., Tam, V., & Hue, M. T. (2017). Gamifiying outdoor social inquiry learning with context-aware technology. Proceedings of the 5th International Conference on Educational Technology (ICEduTech 2017) (pp. 193–195). Sydney, Australia.
Geng, J., Jong, M. S. Y., & Luk, E. T. H. (2017). Teachers’ concerns about adopting interactive spherical video-based virtual reality. Proceedings of the 25th International Conference on Computers in Education (ICCCE2017) (pp. 586–593). Christchurch, New Zealand.
Shih, J. L., Chang, M., Jong, M. S. Y., & Jan, M. F. (2017). Multi-sensorial and cross-disciplinary innovative design of game-based learning. Proceedings of the 25th International Conference on Computers in Education (ICCCE2017) (pp. 46–51). Christchurch, New Zealand.
Tse, C.-S., Yap, M.J., Chan, Y.-L., Sze, W.P., Shaoul, C., & Lin, D. (2017). The Chinese Lexicon Project: A megastudy of lexical decision performance for 25,000+ traditional Chinese two-character compound words. Behavior Research Methods, 49, 1503-1519.
Jong, M. S. Y., Dong, A. M., & Luk, E. (2017). Design-based research on teacher facilitation practices for serious gaming in formal schooling. Research and Practice in Technology Enhanced Learning, 12(19), 1–16.
Rong, W. N., Jong, M. S. Y., & Shang, J. J. (2017). Research on Hong Kong middle school teachers’ information literacy. Modern Educational Technology, 27(2), 65–71.
Jiang, Y., Zhang, L., Shang, J. J., & Jong, M. S. Y. (2017). Game-based learning: Design and application. In H. Niemi, & J. Jia (Eds.), New ways to teach and learn in China and Finland (pp. 195–211). New York: Peter Lang.
Song, Y., Jong, M. S. Y., Chang, M., & Chen, W. (2017). “HOW” to design, implement and evaluate the flipped classroom? – A Synthesis. Educational Technology & Society, 20 (1), 180–183.
Jong, M. S. Y., Tam, V., Lau, W. W. F., Chan, T., Shang, J. J., & Luk, E. T. H. (2017). A pilot study of harnessing the flipped classroom strategy in social inquiry learning. Paper presented at America Educational Research Association Annual Meeting 2017 (AERA 2017), San Antonia, Texas.
Jiang, Y., Jong, M. S. Y., & Geng, J. (2017). Studies on “Internet plus FLT” in Chinese context: Review and retrospection. Proceedings of the 21st Global Chinese Conference on Computers in Education (GCCCE 2017) (pp. 427–430). Beijing, China.
Dong, A. M., Jong, M. S. Y., & Luk, E. T. H. (2017). Peer interaction in the flipped classroom: A way of reaching interactive engagement. Proceedings of the 21st Global Chinese Conference on Computers in Education (GCCCE 2017) (pp. 87–88). Beijing, China.
Jong, M. S. Y. (2017). Empowering students in the process of social inquiry learning through flipping the classroom. Educational Technology & Society, 20 (1), 306-322.
Jong, M. S. Y. (2016). Teachers’ concerns about adopting constructivist online game-based learning in formal curriculum teaching. British Journal of Educational Technology, 47(4), 601–617.
Lu, P. C., Jong, M. S. Y., & Liang, J. C. (2016). Examining the difference of online academic information searching behaviors and Internet-specific epistemological beliefs between Taiwan and Hong Kong high school students. Proceedings of the 2nd International Conference for Personal Epistemology and Learning (PEL 2016) (7 pages). Taipei, Taiwan. (in Chinese)
Jong, M. S. Y., Shang, J. J., & Tam, V. W. L. (2016). Using non-player characters to scaffold non-gamer students in serious gaming. In J. M. Spector, B. B. Lockee, & M. D. Childress (Eds.), Learning, design, and technology (pp. 1-19). Switzerland: Springer.
Cheung, K., Luk, E. T. H., & Jong, M. S. Y. (2016). Challenges in flipping Hong Kong’s classrooms. Proceedings of the 24th International Conference on Computers in Education (ICCCE2016) (pp. 633-638). Mumbai, India.
Jong, M. S. Y., & Chan, T. (2016). Research gaps in context-aware fieldtrip for experiential learning: Implications for further study. Proceedings of International Conference on Education and Psychology (pp. 615-617). Kyoto, Japan.
Gu, X., & Tse, C. S. (2016). Narrative perspective shift at retrieval: The psychological-distance-mediated-effect on emotional intensity of positive and negative autobiographical memory. Consciousness and Cognition, 45, 159-173.
Jong, M. S. Y., Lau, W. W. F.. & Chan, T. (2016). A pilot study on integrating virtual mentoring into serious gaming. Proceedings of International Conference on Internet Studies (pp. 1–8). Osaka, Japan.
Cheung, K., Wong, C. C., & Jong, M. S. Y. (2016). Game-based learning in Liberal Studies: Learning and inquiring through role-playing. Proceedings of the 7th Global Chinese Conference on Inquiry learning (GCCIL 2016) (pp. 8–20). Shenzhen, China. (in Chinese)
Jong, M. S. Y., Chan, T., & Luk, E. T. H. (2016). Teachers’ view on harnessing LearningVillages. Paper presented at America Educational Research Association Annual Meeting 2016 (AERA 2016), Washington, DC.
Dong, A. M., & Jong, M. S. Y. (2016). Teachers’ concerns of the flipped classroom in Hong Kong middle schools. Paper presented at the 24th Chinese America Educational Research and Development Association Annual Conference, Washington, DC.
Dong, A. M., & Jong, M. S. Y. (2016). Literature review of the design of teaching and learning activities in the flipped classroom. Doctoral Student Forum Proceedings of the 20th Global Chinese Conference on Computers in Education (GCCCE 2016) (pp. 16–20). Hong Kong, China.
Cheung, K., & Jong, M. S. Y. (2016). Implementing the flipped classroom in K-12 classroom in Hong Kong: Teachers’ concerns under the shift of educational paradigm. Proceedings of the 20th Global Chinese Conference on Computers in Education (GCCCE 2016) (pp. 479–486). Hong Kong, China.
Rong, W. N., & Jong, M. S. Y. (2016). Investigation and analysis on the information literacy of middle school teachers in Hong Kong. Proceedings of the 20th Global Chinese Conference on Computers in Education (GCCCE 2016) (pp. 499–502). Hong Kong, China.
Jong, M. S. Y., & Dong A. M. (2015).  Mete-work on leveraging COGBLe in formal school education. Proceedings of the 23rd International Conference on Computers in Education (ICCE 2015) (pp. 692-695). Hangzhou, China.
莊紹勇、蔣宇 及 董安美. ( 2015). 《遊戲化學習》. 中國北京: 北京師範大學出版社.
Jong, M. S. Y. (2015).  Does online game-based learning work in formal education at school?  The Curriculum Journal, 26 (2), 249-267.
Jong, M. S. Y., & Shang, J. (2015). Impeding phenomena emerging from students’ constructivist online game-based learning process: Implications for the importance of teacher facilitation. Educational Technology & Society, 18 (2), 262–283.
Shang, J. J., Jong M. S. Y., & Chen, G. W. (2015). Learning sciences: Deepening education reform. China Educational Technology, 336, 6-13.
Tang, W. K. W., & Jong, M. S. Y. (2014). Information Literacy Skills of Pre-service Teachers: A Case Study. Proceedings of 22nd International Conference on Computers in Education (ICCE 2014) (pp. 951-956). Nara, Japan.
Li, S. L., Luk, E. T. H., & Jong, M. S. Y. (2014). Design of MOOC for In-service Teacher Professional Development: A Case of Teachers’ Refresher Training Course in Hong Kong. Workshop Proceedings of 22nd International Conference on Computers in Education (ICCE 2014) (pp. 508-513). Nara, Japan.
Jong, M. S. Y., & Shang J. J. (2014). Replacing Conventional Classroom Teaching by Constructivist Online Game-based Learning: Will It Work in Formal School Education? Paper presented at British Educational Research Association Annual Conference 2014 (BERA 2014), London, United Kingdom.
Jong, M. S. Y. (2014). Elementary students’ view of collaborative knowledge building in LearningVillages. Interaction Design and Architecture(s), 21, 37-56.
Jong, M. S. Y. (2014). Context-aware geography field trip with EagleEye: Teachers’ first experience. In M. Chang, & Y. Li (Eds.), Smart Learning Environments (pp. 77-93). Heidelberg: Springer.
莊紹勇、 蔣宇 及 董安美(編)(2014). 《遊戲化學習研究與應用 – 師生成果》. 中國香港: 香港中文大學資訊科技教育促進中心.
Jong, M. S. Y., & Luk, E. T. H. (2014). Adopting EagleEye in outdoor exploratory learning from the teacher perspective. Proceedings of the 14th IEEE International Conference on Advanced Learning Technology (ICALT 2014) (pp. 617-621). Athens, Greece.
張學琪、蔣宇、莊紹勇(2014)。<框架式電子白板的教師關注差異研究>。《現代教育技術》, 第24卷 第3期,頁33-41。
張學琪、莊紹勇、蔣宇、李思露(2014,5月)。<初探移動學習活動中教師的重要性——基於移動學習系統EAGLEEYE的個案研究>。文章發表於《第十八屆全球華人計算機教育應用大會(GCCCE 2014)》,页216-219,上海,中國。
Li, S. L., Jong, M. S. Y., Luk, E. T. H., & Zhang, E. X. Q. (2014). Teaching and Learning with Tablet-Based E-Books: Evaluating Students’ Perceptions and Performance. Proceedings of the 18th Global Chinese Conference of Computers in Education (GCCCE 2014) (pp. 495-498). Shanghai, China.
Jong, M. S. Y., Tam, V. W. L., & Huang, L. Y. F. (2014). Teachers’ concerns about implementing constructivist online game-based learning in formal education. Paper presented at America Educational Research Association Annual Meeting 2014 (AERA 2014), Philadelphia, Pennsylvania.
Jong, M. S. Y., Geng, J., & Jiang, Y. (2014). Application of LearningVillages 2 in collaborative inquiry learning. China Educational Technology, 324, 119-124.
Shang, J. J., Jong, M. S. Y., Dong, A. M., & Chen, F. (2013). Design and application of game-based online courses based on blended learning theory. Proceedings of the 6th International Conference on Hybrid Learning (ICHL 2013) (pp. 39-46), Toronto, Canada.
Jong, M. S. Y. (2013). Student-centric eLearning: From a constructivist perspective. Paper presented at Learning and Teaching Expo 2013, Hong Kong.
Jong, M. S. Y., Luk, E. T. H., Zhang, E. X. Q., & Li, S. L. (2013). LOCALe & EagleEye: Equipping education students with pedagogical knowledge and technical skills in facilitating outdoor exploratory learning. Poster presented at Teaching and Learning Innovation Expo 2013, CUHK, Hong Kong.
Jong, M. S. Y., & Lee, J. H. M. (2013). LearningVillages—Promoting junior secondary students’ motivation and skills in issue-enquiry through inter-school game-based collaborative learning. Poster presented at International ICT Expo 2013, Hong KongChina.
Jong, M. S. Y., Geng, J., & Shang, J. J. (2013). A case study of the implementation of tablet-based e-textbook in English teaching and learning in Hong Kong. Modern Distance Education Research, 122, 92-99.
Jong, M. S. Y. (2013). Design and implementation of EagleEye—An integrated outdoor exploratory educational system. Research and Practices in Technology Enhanced Learning, 8(1), 43-64.
Jong, M. S. Y., & Zhang, X. (2013). LOCALE—Location-Oriented Collaborative Learning Environment. Proceedings of the 13th IEEE International Conference on Advanced Learning Technology (ICALT 2013) (pp. 469-470). Beijing, China.
Chan, R. Y. Y., Jong, M. S. Y., Luk, E. T. H., & Zhang, X. (2013). Dynamic collective mobile gaming. Proceedings of the 13th IEEE International Conference on Advanced Learning Technology (ICALT 2013) (pp. 465-466). Beijing, China.
Jong, M. S. Y., Geng, J., & Jiang, Y. (2013). A case study of adopting LearningVillages2 in collaborative inquiry learning. Proceedings of the 17th Global Chinese Conference of Computers in Education (GCCCE 2013) (pp. 371-378). Beijing, China.
Li, S. L., Chan, R. Y. Y., Jong, M. S. Y., Huang, J., & Yu, P. (2013). StudentsÕ epistemic cognition in online social networks. Proceedings of the 17th Global Chinese Conference of Computers in Education (GCCCE 2013) (pp. 17-20). Beijing, China.
Jong, M. S. Y., Lee, J. H. M., & Shang, J. J. (2013). Educational use of computer game: Where we are and what’s next? In R. Huang, Kinshuk, & J. M. Spector (Eds.), Reshaping learning: Frontiers of learning technology in a global context (pp. 299-320). Heidelberg: Springer.
Shang, J. J., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2012). Problem solving processes and strategies in VISOLE. In H. Yang, & S. Wang (Eds.),Cases on e-Learning management: Development and implementation (pp. 223-239). New York: Information Science Reference.
Jong, M. S. Y., Luk, E. T. H., & Lee, J. H. M. (2012). An Integrated GPS-supported outdoor exploratory educational system—EagleEye.Proceedings of the 20th International Conference on Computers in Education (ICCE 2012) (pp. 338-345). Singapore.
蕭顯勝、 焦建利、 尚俊杰 及 莊紹勇(編)(2012)。《高層次能力的促進 -第四屆數碼遊戲化學習國際學術會議論文集》。中國杭州:杭州師範大學。
尚俊傑、張喆、莊紹勇、蔣宇(2012)。<遊戲化網絡課程的設計與應用研究>。《遠程教育雜誌》, 第30卷 第4期,頁66-72。
尚俊傑、蔣宇 、莊紹勇 (2012)。《遊戲的力量》。北京: 北京大學出版社。
Jong, M. S. Y., Lee, J. H. M., Luk, E. T. H., & Lee, F. L. (2012). EagleEye – The ultimate solution for outdoor exploratory learning. International ICT Expo 2012. Hong Kong, China.
李嘉華、莊紹勇、文可為、陳淳泉、葉笑嫦(2012,5月)。<利用虛擬現實消除學生對光的折射和反射誤解之個案研究>。文章發表於 《第十六屆全球華人計算機教育應用大會(GCCCE 2012)》,页123-126,台灣,中國。
尚俊傑、 張喆、 莊紹勇、蔣宇 (2012,5月)。<基于游戲化學習的網絡課程的設計>。 文章發表於 《第十六屆全球華人計算機教育應用大會(GCCCE 2012)》,页369-372,台灣,中國。
陳淳泉、 莊紹勇、 文可為、 李嘉華 、葉笑嫦 (2012,5月)。<運用Google Doc作為網絡心智圖創作平台以促進學生寫作前互動構思之個案研究>。文章發表於《第十六屆全球華人計算機教育應用大會(GCCCE 2012)》,页143-146,台灣,中國。
Jong, M. S. Y., Shang, J. J., & Lee, J. H. M. (2011). A case study of a gamer-student in game-based learning. Proceedings of the 19th International Conference on Computers in Education (ICCE 2011) (pp.508-512). Chiang Mai, Thailand.
莊紹勇、 焦建利 、蕭顯勝(編)(2011)。《第三屆數碼遊戲化學習國際學術會議(DGL 2011): 遊戲化學習與教育變革》。中國北京:北京大學。
莊紹勇、許碧欣(2011)。《京港學校遊戲化協作探究學習》。香港:香港中文大學資訊科技教育促進中心。
蔣宇、 尚俊杰、 莊紹勇、 魏東輝 、 梁德偉(2011,12月)。<網路探究與遊戲化探究中的學習方式比較研究>。文章發表於 《第三屆數碼遊戲化學習國際學術會議》,頁24-35,北京,中國。
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2011). A case study of an academic achievement-oriented student in game-based learning. Proceedings of the 11th IEEE International Conference on Advanced Learning Technology (ICALT 2011) (pp. 7-11). Georgia, America.
蔣宇、 莊紹勇 、 尚俊傑(2011,5月)。<網絡探究與遊戲化探究的比較研究>。文章發表於 《第十五屆全球華人計算機教育應用大會 (GCCCE 2011)》,杭州,中國。
尚俊傑、 莊紹勇 、蔣宇(2011)。<教育遊戲面臨的三層困難和障礙: 再論發展輕遊戲的必要>。《電化教育研究》,總第217期,頁65-71。
蔣宇、 尚俊傑、莊紹勇(2011)。<遊戲化探究學習模式的設計與應用研究>。《中國電化教育》, 總第292期,頁84-91。
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2011). An evaluative study on VISOLE Virtual Interactive Student-Oriented Learning Environment. IEEE Transactions on Learning Technologies, 3(4), 307-318.
Jong, M. S. Y., Chen, W. Q., Tse, A. W. C., Lee, F. L., & Lee, J. H. M. (2011). Using posting templates for enhancing students argumentative elaborations in computer-supported collaborative inquiry learning. Research and Practices in Technology Enhanced Learning, 5(3), 275-294.
Jiang, Y., Jong, M. S. Y., & Shang, J. J. (2011). A comparative study of game-based learning cases. Journal of Distance Education, 29(1), 105-110.
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2010). The significance of emotional support to students in game-based learning.Proceedings of the 18th International Conference on Computers in Education (ICCE 2010): Enhancing and Sustaining New Knowledge through the Use of Digital Technology in Education (pp. 525-532). Putrajaya, Malaysia. 
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2010). A case study of a non-gamer studentÕs learning process in VISOLE. Proceedings of the 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010) (pp. 77-84). Kaohsiung, Taiwan.
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2010). VISOLE—A constructivist pedagogical approach to game-based learning. In H. Yang, & S. Yuen (Eds.), Collective intelligence and e-learning 2.0: Implications of web-based communities and networking (pp. 185-206). New York: Information Science Reference.
Jiang, Y., Jong, M. S. Y., & Shang, J. J. (2010). A comparative study of game-based research learning cases. Proceedings of the 14th Global Chinese Conference of Computers in Education (GCCCE 2010) (pp. 153-156). Singapore.
Tse, A. W. C., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2010). A pilot study on teachersÕ question types and studentsÕ critical thinking skill types in asynchronous online discussion. Proceedings of the 1st Global Chinese Conference on Inquiry Learning: Innovations and Applications (GCCIL 2010). Guangzhou, China.
Wong, A. N. L., & Tse, A. W. C. (2010). A pilot study of enhancing 3D geometry learning by using augmented reality learning tool. Proceedings of the 6th Guangdong-Hong Kong-Macau Conference on Information Technology in Education (GHM 2010). Macau, China.
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2010). Constructivist learning through computer gaming. In M. R. Syed (Ed.),Technologies shaping instruction and distance education: New studies and utilization (pp. 207-222). New York: Information Science Reference.
Zhou, Y. X., Lee, F. L., Tse, A. W. C., & Lee, J. H. M. (2009). Learning transfer in Farmtasia. Proceedings of the 1st Conference on Digital Game-based Learning (DGL 2009). Hong Kong, China.
Tse, A. W. C., Jong, M. S. Y., Zhou, Y. X., Chen, W. Q., Lee, F. L., & Lee, J. H. M. (2009). The effectiveness of teachersÕ facilitation in using game elements to motivate studentsÕ participation in CSCL discussion. Proceedings of the 17th International Conference on Computers in Education (ICCE 2009). Hong Kong, China.
Chu,T. W., & Tse, A. W. C. (2009). Enhancing self-regulated learning by using one-to-one digital ink eBag with eBooks. Proceedings of the 17th International Conference on Computers in Education (ICCE 2009). Hong Kong, China.
Tse, A. W. C., Jong, M. S. Y., Zhou, Y. X., Chen, W. Q., Lee, F. L. , & Lee, J. H. M. (2009). Use of game elements to motivate students to participate in CSCL discussion. Proceedings of the 5th Guangdong-Hong Kong-Macau Conference on Information Technology in Education (GHM 2009). Foshan, China.
尚俊傑、莊紹勇、李芳樂、李浩文(2008)。<遊戲化學習行為特徵之個案研究及其對教育遊戲設計的啟示>。《中國電化教育》,第2期,頁65-71。
Lee, F. L., & Lee, J. H. M. (2008, July). Collaborative knowledge construction on a game-based learning platform – an exploratory study on the knowledge construction process. Paper presented at Edmedia. Vienna, Austria.
周玉霞、李芳樂、李浩文、尚俊傑(2008)。<玩還是學:學習村莊中學生的知、情、意、行>。《中國遠程教育》,第1期,頁57-61。
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2008, May). TeachersÕ concerns about implementing the VISOLE pedagogy. Proceeding of Hong Kong IT in Education Symposium. Hong Kong, China.
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2008). Harnessing games in education. Journal of Distance Education Technologies, 6(1), 1-9.
Cheung, K. K. F., Jong, M. S. Y., Lee, F. L., Lee, J. H. M., Luk, E. T. H., Shang, J. J., & Wong, M. K. H. (2008). FARMTASIA: An online game-based learning environment based on the VISOLE pedagogy. Virtual Reality, 12(1), 17-25.
李芳樂(2007)。<透視香港資訊科技十年發展>。 《網絡科技時代》,第17期, 頁95-96。
李芳樂、楊浩、潘世榮(編)(2011)。《網路探究的理念與設計》。Singapore: McGraw-Hill Education。
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2007). Design and implementation of VISOLE. Proceeding of the 4th Guangdong-Hong Kong-Macau Conference on Information Technology in Education(GHM 2007). Macau, China.
尚俊杰、莊紹勇、李芳樂、李浩文(2007)。<VISOLE的動機策略及其成效研究>。 《全球華人計算機教育應用學報》,第5卷第1, 2期,頁72-84。
尚俊傑、莊紹勇、李芳樂、李浩文(2007,10月)。<遊戲化學習行為特徵之實證研究>。文章發表于《第三屆全國教育技術博士論壇文集》,頁329-340,北京,中國。
尚俊傑、莊紹勇、李芳樂、李浩文(2007,5月)。<VISOLE的動機策略及其成效>。文章發表于《第十一屆全球華人計算機教育應用大會(GCCCE 2007)》,廣州,中國。
尚俊傑、莊紹勇、李芳樂、李浩文 (2007,5月)。<個案研究方法在教育遊戲研究中的應用>。文章發表于《第十一屆全球華人計算機教育應用大會(GCCCE 2007)》,廣州,中國。
Jong, M. S. Y., Shang, J. J., Wong, M. K. H., Luk, E. T. H., Cheung, K. K. F., Lee, F. L., & Lee, J. H. M. (2007, April). An exploratory study on VISOLE – A new game-based constructivist online learning paradigm. Paper presented at America Educational Research Association Annual Convention 2007 (AERA).Chicago, Illinois.
Shang, J. J., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2007). A pilot study on virtual interactive student-oriented learning environment.Proceedings of the 1st IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGTEL 2007) (pp. 26-28). Taipei, Taiwan.
Ip, W. H. C., Luk, T. H. E., Cheung, K. F., Lee, H. M. J., & Lee, F. L. (2006). A game-based computer supported collaborative learning (CSCL) environment: the LearningVillages (LV). Proceedings of the 10th Global Chinese Conference on Computers in Education (GCCCE 2006). Beijing, China.
Lee, F. L., Pun, S. W., Li, S. C., Kong, S. C., & Ip, W. H. (2007). Learning with interactive whiteboard – the Hong Kong experience. Proceedings of 2007 American Educational Research Association (AERA) Annual Meeting. Chicago, Illinois.
Ip, W. H., Tse, A.W. C., & Lee, F. L. (2007, April). WebQuest implementation in Hong Kong schools. Paper present in 2007 International Conference of Chinese American Educational Research and Development Association (CAERDA). Chicago, Illinois.
Tse, A. W. C., Pun, S. W., Ip, W. H., Tsui, Y., Chow, W. Y. M., Zhou, Y. X., & Lee, F. L. (2007, April). Obstacles to teachersÕ pedagogical change in implementing WebQuest: A case study of ten schools. Paper presented at 2007 American Educational Research Association Annual Meeting. Chicago, Illinois.
Tse, A. W. C., Chiu, R. S. K., & Lee, F. L. (2007, July).The elements facilitating effective teacher professional development to implement information technology in education: WebQuest as an example. Paper presented at the 3rd Guangdong-Hong Kong-Macau Conference on Information Technology in Education. Macau, China.
Zhou, Y. X., & Lee, F. L. (2007, July). The barriers and suggestions of teacher’s ICT integration. Paper presented at the 3rd Guangdong-Hong Kong-Macau Conference on Information Technology in Education. Macau, China.
李芳樂、曾月芳、羅詠詩(2007)。《以Ò學習村莊Ó進行內地、香港、美國學校進行跨地專題研習計劃—香港區成果分享報告》。香港:香港中文大學資訊科技促進中心。
周玉霞、周婉薇、徐淵、李芳樂(2007)。<對WEBQUEST的學生觀感研究>。 文章發表于第《第十一屆全球華人計算機教育應用大會(GCCCE 2007)》,廣州,中國。
尚俊傑、莊紹勇、李芳樂、李浩文(2006)。<網路遊戲玩家參與動機之實證研究>。文章發表于《第十屆全球華人計算機教育應用大會(GCCCE 2006)》,頁65-84,北京,中國。
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M (2006). What teachers should know about digital game-based learning. Workshop Proceedings of the 14th International Conference on Computers in Education (pp. 33-40). Beijing, China.
Jong, M. S. Y., Shang, J. J., Lee, F. L., Lee, J. H. M., & Law, H. Y. (2006). An exploratory study on teachers’ perceptions of game-based situated learning. In R. Mizoguchi, P. Dillenbourg , & Z. Zhu (Eds.), Learning by effective utilization of technologies: Facilitating intercultural (pp. 525-532). Netherlands: IOS Press.
Shang, J. J., Jong, M. S. Y., Lee, F. L., Lee, J. H. M., Wong, M. K. H., Luk, E. T. H. , & Cheung, K. K. F. (2006). Using the “Record-Replay” function for elaboration of knowledge in educational games. In R. Mizoguchi, P. Dillenbourg, & Z. Zhu (Eds.), Learning by effective utilization of technologies: Facilitating intercultural understanding (pp. 503-506). Netherlands: IOS Press.
尚俊傑、莊紹勇、李芳樂、李浩文(2006,9月)。<教育遊戲的動機、成效及若干問題之探討>。文章發表于《第二屆粵港澳資訊技術教育應用研討會(GHM 2006)》,廣州,中國。
李芳樂、羅詠詩(編)(2006)。《網上溝通學習–跨科跨校跨地專題研習建立全球小學學習社群計劃2006香港區成果分享》。香港:全球華人計算機教育應用學會香港分會。
Shang, J. J., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2006). VISOLE: A new game-based situated learning paradigm. Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies(ICALT 2006). Kerkrade, Netherlands.
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2006). Two critical teacher facilitating tasks in VISOLE: Scaffolding and debriefing.Proceedings of the 10th Global Chinese Conference on Computers in Education(GCCCE 2006). Beijing, China.
Shang, J. J., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2006). An empirical study on online-game players’ motivation. Proceedings of the 10th Global Chinese Conference on Computers in Education(GCCCE 2006). Beijing, China.
Jong, M. S. Y., Shang, J. J., Lee, F. L., Lee, J. H. M., & Law, H. Y. (2006). Learning online: A comparative study of a situated game-based learning approach and traditional web-based learning approach. In Z. Pan, R. Aylett, H. Diener, X. Jin, S. Gobel, & L. Li (Eds.), Technologies for E-Learning and Digital Entertainment (pp. 541-551). Springer Berlin Heidelberg.
Shang, J. J., Jong, M. S. Y., Lee, F. L., Lee, J. H. M., & Law, H. Y. (2006). Computer games in education: A comparative study between Hong Kong and Beijing. Journal of Computational Information Systems. 2(2), 481-487.
Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2006). A new vision for empowering learning and teaching with IT: The VISOLE approach.Proceedings of the Hong Kong International IT in Education Conference 2006. Hong Kong, China.
Shang, J. J., Jong, M. S. Y., Lee, F. L. , & Lee, J. H. M. (2006). Educational games@CAITE: Research and application. Proceedings of the Hong Kong International IT in Education Conference 2006. Hong Kong, China.
Lee, F. L., Pun, S. W., Li, S. C., Kong, S. C. ,& Ip, W. H. (2006). Using interactive whiteboards (IWB) in enhancing learning and teaching in Hong Kong schools. Proceedings of the 10th International Conference on Computers in Education (GCCCE 2006). Beijing, China.
Ip, W. H., & Lee, F. L. (2006). Feasibility of WebQuest as a teaching tool for the Liberal Studies subject in Hong Kong. Proceedings of the 10th Global Chinese Conference on Computers in Education (GCCCE 2006). Beijing, China.
Tse, A. W. C., Lee, F. L., & Ou, Y. (2006). The effectiveness of knowledge building through computer supported collaborative learning among elementary students: A case study. In R. Mizoguchi, P. Dillenbourg, & Z. Zhu (Eds.), Learning by effective utilization of technologies: Facilitating intercultural understanding (pp. 209-216). Netherlands: IOS Press.
Tse, A. W. C., Lee, F. L., & Ou, Y. (2006). The effectiveness of knowledge building through computer supported collaborative learning among elementary students: A case study. Paper presented at the 14th International Conference on Computers in Education (ICCE 2006). Beijing, China.
Tse, A. W. C., Lee, F. L., & Ou, Y. (2006). The ten areas of neglect of teachers in implementing Computer-supported Collaborative Learning.Paper presented at the 10th Global Chinese Conference on Computers in Education (GCCCE 2006). Beijing, China.
Tse, A. W. C., Lee, F. L., & Ou, Y. (2006). Model of evaluating the roles of teachers in Computer-supported Collaborative Learning. Paper presented at Hong Kong International Information Technology in Education Conference 2006, Hong Kong, China.
潘世榮、葉慧虹(2006)。<邁向資訊素養的ICT課程>。文章發表於《2006香港國際資訊科技教育會議》,香港,中國。
Luk, E. T. H., Wong, M., Cheung, K. F., Lee, F. L., & Lee, J. H. M. (2006). Design and implementation of Farmtasia, a game designed for the VISOLE teaching style. Proceedings of Edutainment 2006: International Conference of E-Learning and Games. Hangzhou, China.
Shang, J. J., Jong, M. S. Y., Lee, F. L., Lee, J. M. H., & Law, H. Y. (2006). Computer games in education: A comparative study between Hong Kong and Beijing. Proceedings of Edutainment 2006: International Conference of E-Learning and Games. Hangzhou, China.
周玉霞、周婉薇、李芳樂(2006)。<教師實施WebQuest之個案研究>。 文章發表于《2006年教育技術學博士生論壇》,廣州,中國。
Zhou, Y. X., Lee, F. L., & Man, H. W. (2006). How is WebQuest used in Hong Kong classrooms? Proceedings of Hong Kong International Information Technology in Education Conference 2006. Hong Kong, China.
Zhou, Y. X., & Lee, F. L. (2006). Have studentsÕ self-directions changed in the context of PBL? Proceedings of Conference of International Association for Development of the Information Society. Ireland, Dublin.
Zhou, Y. X., Chow, Y. M., Lee, F. L., & Tsui, Y. (2006). Provide scaffolding in WebQuests classrooms. Proceedings of Global Chinese Conference on Computers in Education (GCCCE 2006). Beijing, China.
李芳樂、楊浩(編)(2005)。《計算機教育研究: 方法與案例》。北京:北京交通大學出版社。
Lee, F. L., Chu, L. F., & Ip, W. H. (2005). Spreadsheet as mind tool in a mathematics lesson: A formative study. Proceedings of ED-Media World Conference on Educational Multimedia, Hypermedia & Telecommunications. Montreal, Canada.
Lee, F. L., Shum, X. H., & Ip, W. H. (2005). The application of concept mapping in the learning and teaching of chinese history: A formative study. Proceedings of the 9th Global Chinese Conference on Computers in Education. Hawaii, America.
尚俊傑、李芳樂、李浩文、梁怡、鄒桂昌(2005)。<網路遊戲的內在動機及其在VISOLE中的應用>。文章發表于《第九屆全球華人計算機教育應用大會(GCCCE 2005)》,夏威夷,美國。
Shang, J. J., Lee, F. L., & Lee, J. H. M. (2005). Light Game: The future of the digital game-based learning. Proceedings of SITE 2005–Society for Information Technology & Teacher Education International Conference (pp. 722-725). Phoenix, America.
Shang, J. J., Lee, F. L., & Lee, J. H. M. (2005). Design strategies and principles in VISOLE. Proceedings of the 13th International Conference of Computers in Education(ICCE 2005). Singapore.
尚俊傑、李芳樂、李浩文(2005)。<網絡遊戲教育應用研究>。文章發表于《中國教育改革高層論壇》,長春,中國。
尚俊傑、李芳樂、李浩文、梁怡、鄒桂昌(2005)。<網絡遊戲的內在動機及其在VISOLE中的應用>。文章發表于《第九屆全球華人計算機教育應用大會(GCCCE 2005)》,夏威夷,美國。
尚俊傑、李芳樂、李浩文(2005)。 <“輕遊戲”: 教育遊戲的希望和未來>。《電化教育研究》,第1期,頁24-26。