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陳志鴻 (Chen, Chih-Hung)

Email:duke.chchen@gmail.com

 

現職

  • 國立臺中教育大學 全校不分系學位學程 副教授兼學程主任 (2025.08~)

 

學歷

  1. 國立臺灣科技大學應用科技所科學教育與數位學習組博士

  2. 臺北市立教育大學數學資訊教育所數學資訊教育(資訊教育組)教學碩士

  3. 臺北市立師範學院科學教育研究所自然科學教學碩士

  4. 臺北市立師範學院數理教育系

 

經歷

  1. 國立臺中教育大學 教師專業碩士學位學程 助理教授、副教授

  2. 臺北市立南港國小教師

  3. 臺北市立碧湖國小教師

 

專業證照

  1. Microsoft Certified System Administrator (MCSA2003)

  2. Microsoft Certified Professional(MCP) 

  3. Internet and Computing Core Certifications (IC3)

  4. 中華民國籃球協會B級教練證

  5. 臺北市體育會合球C級教練證

 

研究獎勵

  1. 國家科學及技術委員會補助大專校院研究獎勵特殊優秀人才方案 (113年)

  2. 教育部延攬及留住大專校院特殊優秀人才實施彈性薪資方案 (113年)

 

科技部專案計畫

  1. 國科會補助專題研究計畫「整合心智工具與生成式人工智慧於行動角色扮演探究遊戲式學習環境之設置、實證與學習行為分析」(執行期限:113/08/01 ~ 114/07/31;NSTC 113-2410-H-142-005-)

  2. 國科會補助專題研究計畫「基於認知與後設認知提示的虛擬實境角色扮演探究遊戲式學習環境之建置、應用與學習行為分析」(執行期限:112/08/01 ~ 113/07/31;NSTC 112-2410-H-142-019 -)。

  3. 科技部補助專題研究計畫「整合無參數加權認知診斷於虛擬實境角色扮演遊戲式學習環境之研發、實證與學習行為分析」(執行期限:111/08/01 ~ 112/07/31;MOST 111-2410-H-142-013-)。

  4. 科技部補助專題研究計畫「探討虛擬實境與角色扮演數位遊戲於漸進提示情境的教學交互效應:以多媒體認知負荷理論的觀點」(執行期限:110/08/01 ~ 111/07/31;MOST 110-2511-H-142-009 -)。

  5. 科技部補助專題研究計畫「結合差異化教學於自我調整翻轉學習環境之設計、實證與歷程分析」(執行期限:109/08/01 ~ 110/07/31 ;MOST 109-2511-H-142-011 -)。 

  6. 科技部補助專題研究計畫 「結合反思回饋機制於合作問題導向行動遊戲式學習環境之實證應用與學習歷程分析」(執行期限:108/03/01~109/07/31 ;MOST 108-2511-H-142-002 -)。 

 

學術服務

Reviewer

  1. Computer & Education (SSCI Journal) (2014~)

  2. British Journal of Educational Technology(SSCI Journal)(2016~)

  3. Journal of Educational Technology & Society (SSCI Journal) (2017~) 

  4. Journal of Computers in Education (2017~)

  5. International Journal of Online Pedagogy and Course Design (2017~)

  6. International Journal of Mobile Learning and Organisation (2019~)

  7. The Asia-Pacific Education Researcher (SSCI Journal) (2020~)

  8. Australasian Journal of Educational Technology (SSCI Journal)  (2020~)

  9. Computers & Education: Artificial Intelligence (2020~)

  10. IEEE Transactions on Learning Technologies  (SSCI Journal) (2021~)

  11. Educational Technology Research and Development (SSCI Journal) (2022~)

  12. Teaching and Teacher Education (SSCI Journal) (2022~)

  13. International Journal of Science and Mathematics Education (SSCI Journal) (2022~)

  14. Research and Practice in Technology Enhanced Learning (2022~)

  15. International Journal of Information and Education Technology  (SSCI Journal) (2022~)

  16. IEEE Transactions on Education (2022~)

  17. Learning and Instruction (SSCI Journal) (2023~)

  18.  Asia Pacific Journal of Education (SSCI Journal) (2023~)

  19.  British Journal of Educational Psychology (SSCI Journal) (2023~)

  20. Education and Information Technologies (SSCI Journal) (2023~)

  21. Computers & Education: X Reality (2024~)

  22. The Internet and Higher Education (SSCI Journal) (2024~)

  23. Educational Research Review (SSCI Journal) (2024~)

  24. Journal of Internet Technology (SSC Journal) (2025~)

  25. Journal of Science Education and Technology (SSCI Journal) (2025~)

  26. Journal of Computer Assisted Learning (SSCI Journal) (2025~)

  27. 數位學習期刊 (TSSCI Journal)(2019~)

  28. 科學教育學刊 (TSSCI Journal)(2019~)

  29. 人文社會學報 (TSSCI Journal) (2020~)

  30. 測驗學刊 (TSSCI Journal) (2023~)

  31. 臺北市立大學學報 (2023~)

 

研討會議程委員

  1. IIAI AAI 2024 - 16th International Conference on Learning Technologies and Learning Environments (LTLE 2024)

  2. 全球華人計算機教育應用大會(GCCCE 2024):  子會議C1:學習科學與計算機支持協作學習 (Learning Sciences & Computer-Supported Collaborative Learning)

  3. 全球華人計算機教育應用大會(GCCCE 2024):  子會議C2:移動、泛在與情境化學習 (Mobile, Ubiquitous & Contextual Learning)

  4. 全球華人計算機教育應用大會(GCCCE 2024):  子會議C5:技術增強語言與人文學科學習 (Technology-Enhanced Language and Humanities Learning)

  5. 第十九屆台灣數位學習發展研討會(TAIWAN E-LEARNING FORUM, TWELF2024)

  6. ICCE 2023 Workshop on the 7th Computer-Supported Personalized and Collaborative Learning (W023)

  7. 14th International Conference on Learning Technologies and Learning Environments (LTLE 2023)

  8. 第十八屆台灣數位學習發展研討會(TAIWAN E-LEARNING FORUM, TWELF2023)

  9. 全球華人計算機教育應用大會(GCCCE 2023): 工作坊W04: 創新互動回饋科技提升學習動機

  10. 全球華人計算機教育應用大會(GCCCE 2023):  子會議C1:學習科學與計算機支持協作學習

  11. 全球華人計算機教育應用大會(GCCCE 2023):  子會議C2:移動、泛在與情境化學習

  12. 全球華人計算機教育應用大會(GCCCE 2023):  子會議C5:技術增強語言與人文學科學習

  13. The International Conference on Artificial Intelligence and Education (ICAIE 2023) 

  14. 2022 6th International Conference on Education and E-Learning (ICEEL 2022) 

  15. The International Conference on Artificial Intelligence and Education (ICAIE 2022)

  16. 第十七屆台灣數位學習發展研討會(TAIWAN E-LEARNING FORUM, TWELF2022)

  17. 全球華人計算機教育應用大會(GCCCE 2022): 工作坊W3: 電腦支援個人化與合作學習

  18. 全球華人計算機教育應用大會(GCCCE 2022): 工作坊W2: 創新互動回饋科技提升學習動機

  19. 全球華人計算機教育應用大會(GCCCE 2022):  中小學教師論壇

  20. 全球華人計算機教育應用大會(GCCCE 2022):  子會議C2:移動、泛在與情境化學習

  21. 全球華人計算機教育應用大會(GCCCE 2022):  子會議C5:科技增強語言與人文學科學習

  22. 全球華人計算機教育應用大會(GCCCE 2022):  子會議C9:教育技術創新、政策與實踐 

  23. 2021年台灣教育傳播暨科技國際研討會 (TAECT 2021)

  24. The sixth Annual International Symposium on Emerging Technologies for Education (SETE 2021)

  25. 全球華人計算機教育應用大會(GCCCE 2021):  工作坊W5: 創新互動回饋科技提升學習動機 

  26. 全球華人計算機教育應用大會(GCCCE 2021):  工作坊W7: 電腦支援個人化與合作學習工作坊

  27. 全球華人計算機教育應用大會(GCCCE 2021):  子會議C2: 移動、泛在與情境化學習 

  28. 全球華人計算機教育應用大會(GCCCE 2021):  子會議C5: 技術增強語言與人文學科學習

  29. 第十六屆台灣數位學習發展研討會(TAIWAN E-LEARNING FORUM, TWELF2021)

  30. 第十六屆台灣數位學習發展研討會(TAIWAN E-LEARNING FORUM, TWELF2021)子會議1.(CUMTEL)行動與無所不在學習

  31. 第十六屆台灣數位學習發展研討會(TAIWAN E-LEARNING FORUM, TWELF2021)子會議3.(TESL)電腦輔助科學學習

  32. 第十六屆台灣數位學習發展研討會(TAIWAN E-LEARNING FORUM, TWELF2021)子會議8.(CSCL&CSPL)數位合作學習與個人化學習

  33. 全球華人計算機教育應用大會(GCCCE 2020): 子會議C2 移動、泛在與情境化學習

  34. 全球華人計算機教育應用大會(GCCCE 2020): 子會議C4 高等教育與成人學習的技術應用、教師專業發展 

  35. 全球華人計算機教育應用大會(GCCCE 2020): 子會議C5 科技增強語言與人文學科學習

  36. 第十五屆台灣數位學習發展研討會(TAIWAN E-LEARNING FORUM, TWELF2020)

  37. The 4th International Symposium on Emerging Technologies for Education In conjunction with ICWL 2019 (SETE 2019): T03: Emerging Technologies of Design, Model and Framework of Learning Systems

  38. The Second international Cognitive Cities Conference (IC3 2019): W04 Research Trend of Application in Cognitive City

  39. The 27th International Conference on Computers in Education (ICCE 2019):  C4 ICCE Sub-Conference on Classroom, Ubiquitous, and Mobile Technologies Enhanced Learning (CUMTEL)

  40. 全球華人計算機教育應用大會(GCCCE 2019): C2 數位化教室、行動與無所不在學習

  41. 全球華人計算機教育應用大會(GCCCE 2019): C6 科技增強語言學習

  42. International Joint Conference on Information, Media and Engineering (ICIME) 2018

  43. The 26th International Conference on Computers in Education (ICCE 2018):   C7 ICCE Sub-Conference on Practice-driven Research, Teacher Professional Development, and Policy of ICT in Education (PTP)

  44. The 26th International Conference on Computers in Education (ICCE 2018):  C4 ICCE Sub-Conference on Classroom, Ubiquitous, and Mobile Technologies Enhanced Learning (CUMTEL)

  45. 全球華人計算機教育應用大會(GCCCE 2018): C2 數位化教室、移動與泛在學習

  46. The 25th International Conference on Computers in Education (ICCE 2017):  C4 ICCE Sub-Conference on Classroom, Ubiquitous, and Mobile Technologies Enhanced Learning (CUMTEL)

  47. 第8屆全球華人探究學習創新應用大會(GCCIL 2017)

  48. 全球華人計算機教育應用大會(GCCCE 2017): C2 數位化教室、移動與泛在學習

  49. 全球華人計算機教育應用大會(GCCCE 2016): C2 數位化教室、移動與泛在學習

  50. 全球華人計算機教育應用大會(GCCCE 2015)   : C2 數位化教室、移動與泛在學習

 

學術研討獎項

  1. 全球華人計算機教育應用大會(GCCCE2024)最佳中小學教師論文獎入圍

  2. 2023自主學習節暨數位學習成效分析研討會最佳論文獎_口頭發表

  3. 2023自主學習節暨數位學習成效分析研討會最佳論文獎_海報發表

  4. 數位科技輔助自主學習研討會(Digital Technology-Assisted Self-Regulated Learning Conference)最佳論文獎

  5. 第十五屆台灣數位學習發展研討會(Taiwan E-Learning Forum, TWELF 2020)最佳論文獎

  6. 全球華人計算機教育應用大會(GCCCE2019)最佳技術設計論文獎入選

  7. 全球華人計算機教育應用大會(GCCCE2018)最佳技術設計論文獎入選

  8. 全球華人計算機教育應用大會(GCCCE2017)最佳技術設計論文獎

  9. 全球華人計算機教育應用大會(GCCCE2017)最佳教師論壇論文獎

  10. 全球華人計算機教育應用大會(GCCCE2016)最佳中小學教師論文獎入選

  11. 全球華人計算機教育應用大會(GCCCE2015)教師論壇優秀論文獎

  12. 全球華人計算機教育應用大會(GCCCE2014)最佳中小學教師論文獎

 

小學教學實踐績效

  1. 教育部107年度「教學卓越獎國小組銀質獎」團隊成員

  2. 臺北市107年度「優質學校行政管理優質獎」核心團隊成員

  3. 教育部105年「資訊科技融入教學創新應用團隊」優勝團隊成員

  4. 臺北市105年度「優質學校教師教學優質獎」核心團隊成員

  5. 教育部104年「國中小行動學習推動成效優良學校」團隊成員

  6. 教育部103年「資訊科技融入教學創新應用團隊」優勝團隊成員

  7. 教育部102年「國中小行動學習推動成效優良學校」團隊成員

  8. 教育部101年「資訊科技融入教學創新應用典範團隊」成員

  9. 「GreaTeach-KDP 2014全國創意教學國際認證獎」優等

 

英文期刊

  1. Chen, C. H.*, & Shih, D. J. (2025). Facilitating EFL students’ class engagement, motivation, self-efficacy, and achievements: adopting differentiated instruction in self-regulated flipped learning. Educational Technology Research and Development, Advance online publication. https://doi.org/10.1007/s11423-025-10520-y (SSCIjournal, 56/258, Education and Educational Research).

  2. Tsao, C. J., Chang, C. S., & Chen, C. H.* (2025). Influence of a two-tier test and self-efficacy on students’ problem-solving tendencies, knowledge gains, cognitive load, and behaviors in a game-based learning context. Journal of Educational Computing Research, Advance online publication. https://doi.org/10.1177/07356331251345601 (SSCI journal, 29/258, Education and Educational Research).

  3. Koong, C. S., Chen, C. H., Chen, Y. T., & Hwang, G. H.* (2025). Impact of mobile technology‐integrated dynamic assessment on students' music rhythm learning. Journal of Computer Assisted Learning, 41(2), e70018. https://doi.org/10.1111/jcal.70018 (SSCI journal, 13/258, Education and Educational Research).

  4. Chang, T. S., Tzeng, Y. L.*, Teng, Y. K., & Chen, C. H. (2025). Effectiveness of an E-book in enhancing knowledge, coping behaviors and preventive strategies for sexual harassment prevention among new nurses: A randomized controlled study. Nurse Education in Practice, 82, Article 104198. https://doi.org/10.1016/j.nepr.2024.104198 (SSCI journal, SCIE journal).

  5. Chen, C. H.*, & Chu, Y. R. (2024). VR-assisted inquiry-based learning to promote students’ science learning achievements, sense of presence, and global perspectives. Education and Information Technologies, 29, 19421–19441. https://doi.org/10.1007/s10639-024-12620-3 (SSCI journal, 15/258, Education and Educational Research).

  6. Chen, C. H.*, & Syu, J. Y. (2024). Effects of integrating a role‐playing game into a virtual reality‐based learning approach on students' perceptions of immersion, self‐efficacy, learning motivation and achievements. British Journal of Educational Technology, 55(5), 2339–2356. https://doi.org/10.1111/bjet.13436 (SSCI journal, 6/258, Education and Educational Research).

  7. Chen, C. H.*, & Chung, H. Y. (2024). Fostering computational thinking and problem-solving in programming: Integrating concept maps into robot block-based programming. Journal of Educational Computing Research, 62(1), 406–427. https://doi.org/10.1177/07356331231205052 (SSCI journal, 29/258, Education and Educational Research).

  8. Cheng, S. C., Hwang, G. J.*, & Chen, C. H. (2024). Fostering students’ scientific literacy by reflective questioning: An identification, summarization, self-reflective questioning, and application (ISSA)-based flipped learning approach. Education and Information Technologies, 29(6), 7081–7104. https://doi.org/10.1007/s10639-023-12121-9  (SSCI journal, 15/258, Education and Educational Research).

  9. Iku-Silan, A., Hwang, G. J.*, & Chen, C. H.** (2023). Decision-guided chatbots and cognitive styles in interdisciplinary learning. Computers & Education, 201, Article 104812. https://doi.org/10.1016/j.compedu.2023.104812  (SSCI journal, 1/269, Education and Educational Research).

  10. Hwang, G. J., Chen, C. H.* & Chen, W. H.  (2022). A concept mapping-based prediction-observation-explanation approach to promoting students’ flipped learning achievements and perceptions. Educational Technology Research and Development, 70, 1497–1516. (SSCI journal, 20/267, Education and Educational Research).

  11. Chen, C. H.*, Koong, C. S., & Liao, C. (2022). Influences of Integrating dynamic assessment into a speech recognition learning design to support students’ English speaking skills, learning anxiety and cognitive load. Educational Technology & Society, 25(1), 1-14. (SSCI journal, 56/264, Education and Educational Research).

  12. Chen, C. H., & Tsai, C. C.* (2021). In-service teachers' conceptions of mobile technology-integrated instruction: Tendency towards student-centered learning. Computers & Education, 170, 104224. (SSCI journal, 3/264, Education and Educational Research).

  13. Chen, C. H. (2020). Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning. Educational Technology Research and Development, 68(6), 3057-3076. (SSCI journal, 58/263, Education and Educational Research). 

  14. Chen, C. H. (2020). AR videos as scaffolding to foster students’ learning achievements and motivation in EFL learning. British Journal of Educational Technology, 51(3), 657-672. (SSCI journal, 31/263, Education and Educational Research).

  15. Cheng, S. C., Hwang, G. J., & Chen, C. H.* (2019). From reflective observation to active learning: A mobile experiential learning approach for environmental science education. British Journal of Educational Technology, 50(5), 2251-2270. (SSCI journal, 23/238, Education and Educational Research).

  16. Hwang, G. J., Lee, H. Y., & Chen, C. H.* (2019). Lessons learned from integrating concept mapping and gaming approaches into learning scenarios using mobile devices: analysis of an activity for a geology course.International Journal of Mobile Learning and Organisation, 13(3), 286-308. (SCOPUS indexed journal).

  17. Lai, A. F., Chen, C. H.*, & Lee, G. Y. (2019). An augmented reality‐based learning approach to enhancing students’ science reading performances from the perspective of the cognitive load theory. British Journal of Educational Technology, 50(1), 232-247.(SSCI journal, 23/238, Education and Educational Research).

  18. Wu, P. H., Hwang, G. J.*, Yang, M. L., & Chen, C. H. (2018). Impacts of integrating the repertory grid into an augmented reality-based learning design on students’ learning achievements, cognitive load and degree of satisfaction. Interactive Learning Environments, 26(2), 221-234. (SSCI journal, 90/239, Education and Educational Research).

  19. Hwang, G. J., & Chen, C. H.* (2017). Influences of an inquiry‐based ubiquitous gaming design on students’ learning achievements, motivation, behavioral patterns, and tendency towards critical thinking and problem solving. British Journal of Educational Technology, 48(4), 950-971. (SSCI journal, 22/235, Education and Educational Research).

  20. Chen, C. H., & Hwang, G. J.* (2017). Effects of team competition-based ubiquitous gaming approach on students’ interactive patterns, collective efficacy and awareness of collaboration and communication. Educational Technology & Society, 20 (1), 87-98. (SSCI journal, , 59/235, Education and Educational Research).

  21. Chen, C. H., Liu, G. Z., & Hwang, G. J.* (2016). Interaction between gaming and multistage guiding strategies on students’ field trip mobile learning performance and motivation. British Journal of Educational Technology, 47(6), 1032-1050. (SSCI journal, 38/231, Education and Educational Research).

  22. Hwang, G. J.*, Chiu, L. Y., & Chen, C. H. (2015). A contextual game-based learning approach to improving students’ inquiry-based learning performance in Social Studies courses. Computers & Education, 81, 13-25. (SSCI journal, 8/224, Education and Educational Research).

  23. Chen, C. H., Hwang, G. J.*, & Tsai, C. H. (2014). A progressive prompting approach to conducting context-aware learning activities for natural science Courses. Interacting with Computers, 26(4), 348-359. (SSCI journal, 12/16, Ergonomics).

 

中文期刊

  1. 黃琇苓*、陳志鴻 (2020)。跨領域人文社會課程中「地方學」之探究:以「苗青•行聊」為例。教育研究月刊,320,043-060。

  2. 陳志鴻(2017)。角色扮演行動遊戲在國小校園學習環境的應用經驗 。教育研究月刊,282,059-073。

  3. 陳志鴻、許庭嘉*、 鄭立娜 (2017)。 四年級自然與生活科技之擴增實境探究式學習教案設計-以昆蟲單元為例。科技與人力教育季刊, 4(1), 15-28。

  4. 簡邑容、尚漢鼎、陳志鴻*、陳家亮、吳明行、張齡云(2016)。智能學校中的學生關鍵能力發展−以南港國小為例。教師天地,1(3),13-29。

  5. 賴阿福*、陳志鴻 (2006)。多媒體動態評量應用於國小自然與生活科技領域之學習成效。科學教育與發展季刊,2006專刊,91-113。

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