學術著作 | Publications

洪暉鈞的學術著作
Hui-Chun (Jimgo) Hung's Publications



期刊論文
    1. Chou, C., Chan, T., Chen, Z., Liao, C., Shih, J., Wu, Y., Chang, B., Yeh, C. Y. C., Hung, H., & Cheng, H. (2025). Defining AI companions: a research agenda—from artificial companions for learning to general artificial companions for Global Harwell. Research and Practice in Technology Enhanced Learning, 20, 032. https://doi.org/10.58459/rptel.2025.20032
    2. Hung, H.-C., Chuang, M.-Y., & Chen, C.-H. (2024). Development and Evaluation of Collaboration Scripts for Long-distance VR Team Collaboration and Co-creation in Elementary STEM Learning. International Journal of Science and Mathematics Education, 0123456789. https://doi.org/10.1007/s10763-024-10470-6 (SSCI)
    3. Liu, I. F., Hung, H. C.*, & Liang, C. T. (2024). A study of programming learning perceptions and effectiveness under a blended learning model with live streaming: comparisons between full-time and working students. Interactive Learning Environments, 32(8), 4396–4410. https://doi.org/10.1080/10494820.2023.2198586 1–15. (SSCI Journal)
    4. Lin, K.-C., Ko, C.-W., Hung, H.-C., & Chen, N.-S. (2023). The effect of real-time pose recognition on badminton learning performance. Interactive Learning Environments, 31(8), 4772–4786. https://doi.org/10.1080/10494820.2021.1981396 (SSCI Journal)
    5. Lin, K. C., Hung, H. C., & Chen, N. S. (2023). The effect of wearable technology on badminton learning performance: a multiple feedback WISER model in physical education. Smart Learning Environments, 10(1). https://doi.org/10.1186/s40561-023-00247-9
    6. Huang, T. Y., Huang, W.Te, Lin, Y. C., Hung, H. H., Ou, S. C., Chang, C. W., Lin, H. E., Lin, T. Y., Chang, C. W., Hung, H. C., & Huang, S. T. (2023). Chinese Intelligence Prescription System improves prescription accuracy while decreasing labor and drug costs. BMC Health Services Research, 23(1), 514. https://doi.org/10.1186/s12913-023-09487-4 (SCI Journal)
    7. Lin, D., Huang, W., Lin, Y., Hung, H., Ou, S., Chang, C., Lin, H., Lin, T., Chang, C., Hung, H., & Huang, S. (2023). Heliyon Prescription system to calculate precise doses of Chinese herbal medicine to avoid toxic effects. Heliyon, 9(6), e16612. https://doi.org/10.1016/j.heliyon.2023.e16612 (SCI Journal)
    8. Looi, C.-K., Wong, S. L., Kong, S.-C., Chan, T.-W., Shih, J.-L., Chang, B., Wu, Y.-T., Liu, C.-C., Yeh, C. Y. C., Chen, Z.-H., Chien, T.-C., Chou, C.-Y., Hung, H.-C., Cheng, H., & Liao, C. C. Y. (2023). Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan. Research and Practice in Technology Enhanced Learning, 18, 023. https://doi.org/10.58459/rptel.2023.18023
    9. Chien, T.-C., Hung, H.-C., Ku, Y.-M., Wu, D. H., & Chan, T.-W. (2022). Some thoughts on extending digital language learning research. Bilingualism: Language and Cognition, 25(3), 384–385. https://doi.org/10.1017/S1366728921000821 (SSCI Journal)
    10. Hung, H.-C., & Young, S. S.-C. (2021). Unbundling teaching and learning in a flipped thermal physics classroom in higher education powered by emerging innovative technology. Australasian Journal of Educational Technology, 37(4), 102-112. https://doi.org/10.14742/ajet.6059  (SSCI Journal)
    11. Lin, K.-C., Lee, I.-C., Cheng, C.-F., & Hung, H.-C*. (2020). The Effects of Adopting Tablets and Facebook for Learning Badminton Skills: A Portfolio-Based WISER Model in Physical Education. Educational Technology & Society, 23(4), 89-105. https://www.j-ets.net/collection/published-issues/23_4  (SSCI Journal)
    12. Liu, I.-F., & Hung, H.-C.* (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, 8, 120936–120945. https://doi.org/10.1109/ACCESS.2020.3006170 (SCI Journal)
    13. Hung, H.-C., Liu, I.-F., Liang, C.-T., & Su, Y.-S. (2020). Applying Educational Data Mining to Explore Students’ Learning Patterns in the Flipped Learning Approach for Coding Education. Symmetry, 12(2), 213. https://doi.org/10.3390/sym12020213 (SCI Journal)
    14. Hung, H.-C., Shwu-Ching Young, S., & Lin, K.-C. (2018). Exploring the effects of integrating the iPad to improve students’ motivation and badminton skills: a WISER model for physical education. Technology, Pedagogy and Education, 27(3), 265–278. https://doi.org/10.1080/1475939X.2017.1384756 (SSCI Journal)
    15. Hung, H.-C., & Young, S. S.-C. (2017). Applying multi-touch technology to facilitate the learning of art appreciation: from the view of motivation and annotation. Interactive Learning Environments, 25(6), 733–748. http://doi.org/10.1080/10494820.2016.1172490 (SSCI Journal)
    16. Hung, H.-C., & Young, S. S.-C. (2015). An Investigation of Game-Embedded Handheld Devices to Enhance English Learning. Journal of Educational Computing Research, 52(4), 548–567. http://doi.org/10.1177/0735633115571922 (SSCI Journal)
    17. Hung, H.-C., & Young, S. S.-C. (2015). The Effectiveness of Adopting E-Readers to Facilitate EFL Students’ Process-Based Academic Writing. Educational Technology & Society, 18(1), 124–136. (SSCI Journal)
    18. Hung, H.-C., Young, S. S.-C., & Lin, C.-P. (2015). No student left behind: a collaborative and competitive game-based learning environment to reduce the achievement gap of EFL students in Taiwan. Technology, Pedagogy and Education, 24(1), 35–49. http://doi.org/10.1080/1475939X.2013.822412 (SSCI Journal)
    19. Lin, K.-C., Hung, H.-C., & Young, S. S.-C. (2014). The effectiveness of adopting tablets pc in physical education of badminton skill. Physical Education Journal, 47(3), 437–450. (in Chinese, TSSCI Journal)
    20. Young, S. S.-C., & Hung, H.-C. (2014). Coping with the Challenges of Open Online Education in Chinese Societies in the Mobile Era : NTHU OCW as a Case Study. The International Review of Research in Open and Distance Learning, 15(3), 158–184. (SSCI Journal)
    21. Hung, H.-C. & Young, S. S.-C. (2014). Implementation of a Game-Based Learning Environment on Handheld Devices to Facilitate Elementary Students’ English Learning. International Journal on Digital Learning Technology, 6(2), 1-24. (in Chinese).
    22. Hung, H.-C., Wu, C.-S., & Young, S. S.-C. (2011). Exploring Uses of Free Blogs for E-portfolio Setup in Higher Education. International Journal on Digital Learning Technology, 3(3), 1-15. (in Chinese)


    研討會論文


    1. Man-Ling Lee, Hui-Chun Hung (2024, Jun). Design and Implementation of a Primary School Reading Learning Companion System Integrated with Generative Artificial Intelligence. The 2nd International Conference on Metaverse and Artificial Companions in Education and Society (MetaACES 2024), Taiwan, Taoyuan City. nstc 112-2628-H-008-001. 本人為通訊作者.
    2. Mahendra Astu Sanggha Pawitra, Hui-Chun Hung (2024, Mar). Machine Learning Analysis on Students’ Demographic and Performance to Predict On-Time Graduation: A Case Study in Indonesia. 第十九屆台灣數位學習發展研討會(TWELF2024), 台灣,台中. nstc 112-2628-H-008-001. 本人為通訊作者.
    3. 呂浚宏,洪暉鈞,楊叔卿(2024年05月)。自動問題生成之以深度知識追蹤為輔的適性程式設計學習初探。第28屆全球華人計算機教育應用大會(GCCCE2024),中國,重慶。國科會:112-2628-H-008-001。本人為通訊作者。
    4. 柯炘德,洪暉鈞(2024年05月)。探索結合目標設定與視覺化學習分析之學習管理系統於Python教育之研究。第28屆全球華人計算機教育應用大會(GCCCE2024),中國,重慶。國科會:112-2628-H-008-001。本人為通訊作者。
    5. 洪暉鈞,洪丞威(2024年05月)。應用生成式人工智慧增強合作問題生成學習系統於國小社會課程之研究。第28屆全球華人計算機教育應用大會(GCCCE2024),中國,重慶。國科會:112-2628-H-008-001。本人為通訊作者。
    6. 鄭博宇,洪暉鈞,楊叔卿(2024年05月)。文學圈結合專題導向學習結合學習分析儀表板於書報討論創新教學研究。第28屆全球華人計算機教育應用大會(GCCCE2024),中國,重慶。國科會:112-2628-H-008-001。本人為通訊作者。
    7. 張祐綜、洪暉鈞(2024年03月)。生成式AI在國小閱讀教育中的應用:個性化閱讀聊書系統建置。第十九屆台灣數位學習發展研討會(TWELF2024),台灣,台中。國科會:112-2628-H-008-001。本人為通訊作者。
    8. 林子白、洪暉鈞(2024年03月)。自我解釋QLC策略適性化聊天機器人影響運算思維之初探。第十九屆台灣數位學習發展研討會(TWELF2024),台灣,台中。國科會:112-2628-H-008-001。本人為通訊作者。
    9. 莊聖文,洪暉鈞(2024年03月)。整合生成式人工智慧於探究式科學開發:以STEAM棒球機器人為例。第十九屆台灣數位學習發展研討會(TWELF2024),台灣,台中。國科會:112-2628-H-008-001。本人為通訊作者。
    10. Hung, H.-C., Chuang, M.-Y., & Chen, C.-H. (2023, September). Collaboration scripts assisted VR co-creation learning activities combined with learning analytics dashboards to enhance students’ learning achievement. Paper presented at the BERA Conference 2023, Birmingham, England.
    11. Liao, P.-S., & Hung, H.-C. (2023). Designing a visual analytics system to support a re-designed flipped learning programming class. IIAI Letters on Informatics and Interdisciplinary Research, 4, 1. https://doi.org/10.52731/liir.v004.129
    12. Hung, H. C., & Lee, P. H. (2023). Applying Deep Knowledge Tracing Model for University Students’ Programming Learning. International Conference on Information Networking, 2023-January, 574–577. https://doi.org/10.1109/ICOIN56518.2023.10048977
    13. 徐世凡、洪暉鈞(2023年05月)。以DAS3H模型於英文學習適應性間隔複習學習系統初探。第27屆全球華人計算機教育應用大會(GCCCE2023),北京,中國。本人為通訊作者。
    14. 呂浚宏、洪暉鈞(2023年03月)。自動問題生成之以深度知識追蹤為輔的適性程式設計學習初探。台灣數位學習發展2023研討會(TWELF2023),屏東,台灣。本人為通訊作者。
    15. 李曼綾、洪暉鈞(2023年03月)。聊天機器人做為國小學習者閱讀學伴初探。台灣數位學習發展2023研討會(TWELF2023),屏東,台灣。本人為通訊作者。
    16. 柯炘德、洪暉鈞、徐世凡(2023年03月)。以BERT標記技能標籤應用於適性化出題系統之初探。台灣數位學習發展2023研討會(TWELF2023),屏東,台灣。本人為通訊作者。
    17. 呂昆珉,洪暉鈞(2022年03月)。結合社會調節學習平台與教中學課程設計於大學通識課程之研究。第十七屆台灣數位學習發展研討會,台東,台灣。本人通訊作者。
    18. 廖柏瑄,洪暉鈞(2022年03月)。以視覺化儀表板輔助SPOC程式設計課程自我調節表現之初探。第十七屆台灣數位學習發展研討會,台東,台灣。本人為通訊作者。
    19. 鄭博晏,洪暉鈞,陳德懷(2022年05月)。自我調整數位閱讀同伴系統建置與閱讀行為模式分析。第26屆全球華人計算機教育應用大會,新竹,台灣。本人為通訊作者。
    20. 李秉翰,洪暉鈞(2022年05月)。以深度知識追蹤模型應用於程式設計學習之輔助系統設計。第26屆全球華人計算機教育應用大會,新竹,台灣。本人為通訊作者。
    21. 莊珉瑜,洪暉鈞,陳政煥(2022年03月)。以合作腳本輔助VR內容共創學習之活動設計與腳本平台規劃。第十七屆台灣數位學習發展研討會,台東,台灣。
    22. 呂昆珉,洪暉鈞(2021年05月)。基於社會調節與教中學課程設計於通識課程資料分析能力之初探。第25屆全球華人計算機教育應用大會(GCCCE2021)。本人為通訊作者。
    23. Hung,H.-C. (2019, Sep). The applications of two NLP methods – An pilot analysis of citizen’s comments on Bureau of Labour Insurance’s facebook fan page. The Secend International Cognitive Cities Conference (IC3 2019). Kyoto,  Japan. **Best Paper Award**
    24. Hung,H.-C. (2019, June). Flipped Learning Approach for Coding Education in Higher Education. International Conference on Computational Thinking Education 2019 (CTE2019), Hongkong, China.
    25. Hung,H.-C. (2018, Aug). Flipped Learning with Live-coding Approach for Programming Concepts learning. The First International Cognitive Cities Conference (IC3 2018), , Okinawa, Japan.
    26. 洪暉鈞(2018年5月)。設計思考於創新系統開發課程的教學實踐:以大學通識課程為例。第22 屆全球華人電腦教育應用大會(GCCCE2018 ),廣州,中國。
    27. Lin K.-C., Hung H.-C. (2018, Jul). The effectiveness of adopting tablet and Facebook for badminton skill learning in physical education. 2018 AIESEP International Conference, Laramie (AIESEP 2018), United Kingdom.
    28. Hung,H.-C., Chang,M.-F., Chen,I-C., Yeh,P.-C., Liang,C.-T. (2017, Jul). A preliminary study of applying stream analytics to support live-broadcastingbased learning. The 8th Global Chinese Conference on Inquiry Learning : Innovations and Applications, GCCIL 2017, Chengdu, China.
    29. 洪暉鈞(2017年10月)。以翻轉教室融入大學程式設計創新教學之研究。自主學習與創新教學課程學術研討會,台北,台灣。
    30. 洪暉鈞(2017年07月)。翻轉教室應用於大學程式課程之初探。The 4th Greater China MOOC Symposium 第四屆大中華區MOOC研討會, GCMS2017,香港。
    31. 洪暉鈞(2017年06月)。翻轉學習於培養大學生資訊能力之初探:以程式設計課程為例。2017 第三屆學習科學與科技研討會,新竹,台灣。20170616-17
    32. Lin, K.-C., Hung, H.-C.,& Lee. I.-C (2016, Jun). Exploring the effects of integrating Facebook to enhance students’ badminton motor skills learning. 2016 AIESEP International Conference, Laramie (AIESEP 2016), Wyoming, USA. 20160608-11
    33. Hung, H.-C., & Young, S. S.-C. (2014). Applying Tablets to Enhance Art Appreciation Learning in Higher Education. In J. E. Guerrero (Ed.), Proceedings of 20147th International Conference on Ubi-Media Computing and Workshops (U-MEDIA2014) (pp. 297–299). Ulaanbaatar, Mongolia: IEEE Computer Society Conference Publishing Services. doi:10.1109/U-MEDIA.2014.21
    34. Hung, H. C. & Young, S. S.-C. (2014). The effectiveness of adopting tablets facilitate college students’ art appreciation learning in the General Education classroom. In W. Chen, X. Gu, & Y.-T. Wu (Eds.), Proceeding of 18th Global Chinese Conference on Computers in Education (GCCCE2014). (pp.180-183). Shanghai, China: Global Chinese Society for Computers in Education (GCSCE). (In Chinese)
      洪暉鈞、楊叔卿(2014年,5月)。平板電腦融入大學藝術通識課堂之應用與評估。GCCCE 2014 第十八屆全球華人計算器教育應用大會」發表之論文,上海華東師範大學。
    35. 洪暉鈞楊叔卿林國欽(2014年,5月)以平板電腦增進大學體育課程之羽球學習動機。「第八屆電腦與網路科技在教育上的應用研討會(CNTE2014)」發表之論文,新竹。
    36. Hung, H.-C. & Young, S. S.-C. (2013, Nov). Implementation of a game-based learning environment on handheld devices to facilitate elementary students’ English learning. Paper presented at 2013 Taiwan e-learning forum 2013 (TWELF 2013). Taiwan: Taichung. (In Chinese) 洪暉鈞、楊叔卿 (2013年,11月)。基於手持載具之悅趣化學習情境建置以改善國小學童英文學習。「第九屆台灣數位學習發展研討會(TWELF2013)」發表之論文,台中。
    37. Hung, H.-C., & Young, S. S.-C. (2013). A cloud-based solution for OpenCourseWare system to meet the need of cross-platform learning via various devices in the ubiquitous environment. In M. Hwang, S.- Kwok, J. Cuhalev, & N. S. Castillo (Eds.), e-Proceedings of theOpenCourseWare Consortium Global Meeting 2013 (pp. 105–109). Bali, Indonesia: OpenCourseWare Consortium.
    38. Hung, H. C., & Young, S. S.-C. (2012). The Effect of Adopting E-Reader as an Innovative Medium in Technical and Scientific English Writing Course. In J. Colpaert, A. Aerts, W.-C. V. Wu, & Y. -C. J. Chao (Eds.). Proceedings of the Fifteenth International CALL Conference: the Media Matters (pp. 323–329). Taichung, Taiwan: Providence University.
    39. Hung, H. C. & Young, S. S.-C. (2012). Design a cloud-based OpenCourseWare system for different learning behaviors with various devices. In J. -L. Shih (Eds.).Proceeding of 16th Global Chinese Conference on Computers in Education. (pp. 695-702). Ping Tung, Taiwan: Department of Information and Learning Technology, National University of Tainan. (In Chinese) 洪暉鈞、楊叔卿(2012年,5月)。基於雲端跨載具多媒體開放式課程之平台建置與使用者行為探討。「2012全球華人計算機教育應用大會」發表之論文,屏東,台灣。
    40. Hung, H. C. & Young, S. S.-C. (2012). Integrating e-readers into academic writing course in higher education. In Shih, J. -L.(Eds.).Proceeding of 16th Global Chinese Conference on Computers in Education. (pp.179-186). Ping Tung, Taiwan: Department of Information and Learning Technology, National University of Tainan. (In Chinese)
      洪暉鈞、楊叔卿(2012年,5月)。電子書閱讀器融入高等教育課程以科技英文寫作為例。「2012全球華人計算機教育應用大會」發表之論文,屏東,台灣。
    41. 洪暉鈞,楊叔卿(2012年3月)。 邁向綠色環保學習:電子書閱讀器融入高等教育課程之探討。「第二屆兩岸清華研究生學術論壇」發表之論文,新竹,台灣:清華大學。
    42. 洪暉鈞,楊叔卿(2011年12月)。跨載具多媒體影音數位學習平台之初探。行動與無所不在學習,林秋斌。「2011電腦與網路科技在教育上的應用研討會」發表之論文,新竹,台灣:新竹教育大學。
    43. Hung, H. C., Wu, C. S., & Young, S. S.-C. (2011). Towards an Understanding of the University Students' Behavioral Intention to build e-Portfolio via Blog Service. In Fu-Yun Yu (Eds.), Proceedings of the 19th International Conference on Computers in Education, ICCE 2011 (pp.322-326). Chiang Mai, Thailand: National Electronics and Computer Technology Center, Thailand.
    44. Huang, H.-Y., Lin, W.-L., Hung, H.-C., & Young, S. S.-C. (2011). Exploring technology use behavior - A case study of adopting e-readers into higher education classroom. In Z. Jianping & C. Dehuai (Eds.), Proceedings of Global Chinese Conference on Computers in Education 2011 (GCCCE 2011) (pp. 1313–1316). Hangzhou, China: Zhejiang University, China. (Best paper award)
    45. Wu, C.-S., Hung, H.-C., & Young, S. S.-C.(2010). A Study of Building E-Portfolio for Higher Education Using Blog Platform. Proceedings of The 14th Global Chinese Conference on Computer in Education (GCCCE2010) pp. 463-469, Singapore, 06.01-06.04, 2010.
    46. Hung, H.-C., Young, S. S.-C., & Lin, C.-P. (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 (CSCL 2009), 370-375, Rhodes, Greece, 07.08-07.13, 2009.
    47. Lin, C.-P., Young, S. S.-C., & Hung, H.-C. (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 5th IEEE International Conference on Wireless,Mobile and Ubiquitous Technologies in Education (WMUTE 2008) (pp. 205–207). Beijing, China. doi:10.1109/WMUTE.2008.50
    48. Hung, H.-C., & Young, S. S.-C. (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 (ICALT 2007) (pp. 348–350). Niigata, Japan. doi:10.1109/ICALT.2007.105
    49. Lin, C.-P., Young, S. S.-C., Hung, H.-C., & Lin, Y.-C. (2007). Implementation of the Scrabble Game on the Mobile Devices to Increase English Vocabulary Acquisition. In Clark Chinn, G. Erkens, & S. Puntambekar (Eds.), Proceedings of the Computer Supported Collaborative Learning (CSCL) Conference 2007 (pp. 438–440). New Brunswick, NJ, USA: Rutgers, The State University of New Jersey.
    50. Hun, H.-C., & Young, S. S.-C. (2007). Applying collaborative and competitive learning in game-based English vocabulary acquisition: Using the PDA-based WiCFG as an example. In J. Lee, T. Shih, Q. Wang, & Y. Zhao (Eds.), Proceedings of the 11th Global Chinese Conference on Computers in Education 2007 (GCCCE2007) (Vol. 1, pp. 376–383). Guangzhou, China: Beijing Normal University Press.
    51. Hung, H.-C. & Wang L. C. C. (2006). Technology Integration and Congnitive Skill Level within an Elementary School in Taiwan. Proceedings of the Global Summit Conference on Educational Technology-2006 (GSCET 2006).