Qi-Fan Yang
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Previous Organizations / Institutes
The organizations / institutes from the scholar's other articles in the past ten years
Qi-Fan Yang has a total of 30 co-authors. Here are the top co-authors by number of shared publications:
- Jia-Hua Zhao
College of Education Fujian Normal University Fuzhou Fujian China
5 shared publications - Gwo-Jen Hwang
Graduate Institute of Educational Information and Measurement National Taichung University of Education Taichung City Taiwan
4 shared publications Jia-Hua Zhao
4 shared publications- Shao-Chen Chang
Yuan Ze University
3 shared publications Gwo-Jen Hwang
Graduate Institute of Digital Learning and Education, National Taiwan University of Science and Technology
2 shared publications- Jiangjie Chen
College of Fine Arts, Huaqiao University, Quanzhou 362021, China
2 shared publications
Latest Publications
- Open Access
- 3 April 2026
- Published by Springer Nature in Humanities and Social Sciences Communications
- Vol. 13 (1)
Exploring the effectiveness of an AI-robot-supported task-based learning approach on children’s mastery motivation in preschool health education
- 3 April 2026
- Published by Springer Nature in Humanities and Social Sciences Communications
- Vol. 13 (1)
Open AccessExploring the effectiveness of an AI-robot-supported task-based learning approach on children’s mastery motivation in preschool health education
- 11 March 2026
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 42 (2)
Investigating the Effects of the AR System in Blended Learning Mode Through the 5E Learning Cycle on Elementary School Students' Science Learning Effects
Background: Augmented reality (AR) enables students to explore otherwise inaccessible scientific phenomena, offering enhanced learning experiences and outcomes in science education. However, AR‐based instruction often lacks structured teacher guidance, which may limit the development of higher order cognitive skills. Blended learning (BL) can address this limitation by combining technology‐driven exploration with teacher–student interaction. Yet, the absence of explicit learning strategies frequently hinders the effectiveness of BL approaches. Objectives: This study aimed to develop and evaluate a blended learning model that integrates AR systems and is grounded in the 5E Learning Cycle Model (5ELCM) to support deeper cognitive engagement in elementary science education. Methods: A quasi‐experimental design was employed involving 104 fifth‐grade students assigned to one of three conditions: BL‐AR with 5ELCM, conventional AR learning, or traditional lecture‐based instruction. The intervention was guided by the 5ELCM to scaffold the learning process through structured phases: Engage, Explore, Explain, Elaborate and Evaluate. Results and Conclusions: Findings revealed that students in the BL‐AR group demonstrated significantly greater gains in biological knowledge, problem‐solving ability and meta‐cognitive tendencies compared to those in the other two groups. The integration of AR within a structured BL framework grounded in 5ELCM shows promise for promoting deeper learning and higher order thinking in elementary science classrooms.
- 11 March 2026
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 42 (2)
Investigating the Effects of the AR System in Blended Learning Mode Through the 5E Learning Cycle on Elementary School Students' Science Learning Effects
Background: Augmented reality (AR) enables students to explore otherwise inaccessible scientific phenomena, offering enhanced learning experiences and outcomes in science education. However, AR‐based instruction often lacks structured teacher guidance, which may limit the development of higher order cognitive skills. Blended learning (BL) can address this limitation by combining technology‐driven exploration with teacher–student interaction. Yet, the absence of explicit learning strategies frequently hinders the effectiveness of BL approaches. Objectives: This study aimed to develop and evaluate a blended learning model that integrates AR systems and is grounded in the 5E Learning Cycle Model (5ELCM) to support deeper cognitive engagement in elementary science education. Methods: A quasi‐experimental design was employed involving 104 fifth‐grade students assigned to one of three conditions: BL‐AR with 5ELCM, conventional AR learning, or traditional lecture‐based instruction. The intervention was guided by the 5ELCM to scaffold the learning process through structured phases: Engage, Explore, Explain, Elaborate and Evaluate. Results and Conclusions: Findings revealed that students in the BL‐AR group demonstrated significantly greater gains in biological knowledge, problem‐solving ability and meta‐cognitive tendencies compared to those in the other two groups. The integration of AR within a structured BL framework grounded in 5ELCM shows promise for promoting deeper learning and higher order thinking in elementary science classrooms.
- 9 October 2025
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 41 (6)
Boosting Student Engagement in STEM : Integrating Large Language Model‐Based Virtual Agents Into Alternate Reality Games
Background: STEM education aims to develop innovation and problem‐solving skills through interdisciplinary learning, yet struggles to foster student engagement and interdisciplinary thinking. Whilst alternate reality games (ARGs) can boost motivation via game‐based problem‐solving, integrating large language models (LLMs) remains underexplored. LLM‐based virtual agents offer new opportunities for adaptive support. Objectives: This study aimed to investigate the effectiveness of an LLM‐assisted ARG system (LLM‐ARG) in enhancing academic performance, metacognitive awareness, and engagement. Methods: A quasi‐experimental study compared LLM‐ARG with conventional ARG methods amongst primary school students. The experimental group used LLM‐ARG with personalised virtual agent support, whilst the control group employed a conventional ARG with a traditional, rule‐based virtual agent that offered only pre‐scripted feedback. Data were collected through pre‐ and post‐tests, metacognitive awareness questionnaires, and interaction logs. ANCOVA and correlation analyses were conducted. Results and Conclusions: LLM‐ARG significantly improved learning achievements and metacognitive awareness compared to conventional ARG. High‐frequency interactions promoted exploration but did not consistently enhance problem‐solving, whilst low‐frequency interactions led to higher success via goal‐directed strategies. Metacognitive competence emerged as a key predictor of academic performance, highlighting the need to balance exploration with efficiency. This study demonstrates how LLM‐driven scaffolding supports diverse learning strategies and promotes adaptive learning in STEM education.
- 9 October 2025
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 41 (6)
Boosting Student Engagement in STEM : Integrating Large Language Model‐Based Virtual Agents Into Alternate Reality Games
Background: STEM education aims to develop innovation and problem‐solving skills through interdisciplinary learning, yet struggles to foster student engagement and interdisciplinary thinking. Whilst alternate reality games (ARGs) can boost motivation via game‐based problem‐solving, integrating large language models (LLMs) remains underexplored. LLM‐based virtual agents offer new opportunities for adaptive support. Objectives: This study aimed to investigate the effectiveness of an LLM‐assisted ARG system (LLM‐ARG) in enhancing academic performance, metacognitive awareness, and engagement. Methods: A quasi‐experimental study compared LLM‐ARG with conventional ARG methods amongst primary school students. The experimental group used LLM‐ARG with personalised virtual agent support, whilst the control group employed a conventional ARG with a traditional, rule‐based virtual agent that offered only pre‐scripted feedback. Data were collected through pre‐ and post‐tests, metacognitive awareness questionnaires, and interaction logs. ANCOVA and correlation analyses were conducted. Results and Conclusions: LLM‐ARG significantly improved learning achievements and metacognitive awareness compared to conventional ARG. High‐frequency interactions promoted exploration but did not consistently enhance problem‐solving, whilst low‐frequency interactions led to higher success via goal‐directed strategies. Metacognitive competence emerged as a key predictor of academic performance, highlighting the need to balance exploration with efficiency. This study demonstrates how LLM‐driven scaffolding supports diverse learning strategies and promotes adaptive learning in STEM education.
- 12 February 2025
- Published by Springer Nature in Journal of Science Education and Technology
- Vol. 34 (4) , 704-718
First Principles of Instruction Approach to Developing a Collaborative Knowledge Organizer-Based Digital Game of Biology Learning
- 12 February 2025
- Published by Springer Nature in Journal of Science Education and Technology
- Vol. 34 (4) , 704-718
First Principles of Instruction Approach to Developing a Collaborative Knowledge Organizer-Based Digital Game of Biology Learning
- 1 July 2024
- Published by Instituto Centroamericano de Administracion Publica in Revista Centroamericana de Administración Pública
- No. 85,p. 50-58
El deterioro de la estabilidad del orden internacional y las contramedidas de China
En la nueva era, un fenómeno acentuado de la política mundial es la estabilidad del orden internacional ha descendido, y es muy difícil para los países predecir el comportamiento y los resultados sociales de los demás. En este mundo de incertidumbre, China siempre ha sido una promotora del orden internacional. Basándose en los cuatro pilares que sustentan la estabilidad del orden, el análisis de este artículo señala que los cambios dentro de los pilares han llevado al descenso de la estabilidad del orden internacional. El artículo sostiene que las contramedidas de China al declive de la estabilidad del orden internacional se plasman en dos pilares: el grado de institucionalización y la mejora del bienestar de los países. En el pilar del grado de institucionalización, China ha salvaguardado las instituciones fundacionales básicas de los propósitos y principios de la Carta de la ONU, y ha establecido las instituciones nuevas que necesita la comunidad internacional. En el pilar de la mejora del bienestar de los países, China ha contribuido al crecimiento económico global y a la paz mundial. Para la comunidad internacional que está en un orden inestable, el desarrollo de China es la estabilización, no el desafío, no es la amenaza, sino la oportunidad.
- 1 July 2024
- Published by Instituto Centroamericano de Administracion Publica in Revista Centroamericana de Administración Pública
- No. 85,p. 50-58
El deterioro de la estabilidad del orden internacional y las contramedidas de China
En la nueva era, un fenómeno acentuado de la política mundial es la estabilidad del orden internacional ha descendido, y es muy difícil para los países predecir el comportamiento y los resultados sociales de los demás. En este mundo de incertidumbre, China siempre ha sido una promotora del orden internacional. Basándose en los cuatro pilares que sustentan la estabilidad del orden, el análisis de este artículo señala que los cambios dentro de los pilares han llevado al descenso de la estabilidad del orden internacional. El artículo sostiene que las contramedidas de China al declive de la estabilidad del orden internacional se plasman en dos pilares: el grado de institucionalización y la mejora del bienestar de los países. En el pilar del grado de institucionalización, China ha salvaguardado las instituciones fundacionales básicas de los propósitos y principios de la Carta de la ONU, y ha establecido las instituciones nuevas que necesita la comunidad internacional. En el pilar de la mejora del bienestar de los países, China ha contribuido al crecimiento económico global y a la paz mundial. Para la comunidad internacional que está en un orden inestable, el desarrollo de China es la estabilización, no el desafío, no es la amenaza, sino la oportunidad.
- 6 May 2024
- Published by Elsevier in Computers & Education
- Vol. 217
Impact of pre-knowledge and engagement in robot-supported collaborative learning through using the ICAPB model
- 6 May 2024
- Published by Elsevier in Computers & Education
- Vol. 217
Impact of pre-knowledge and engagement in robot-supported collaborative learning through using the ICAPB model
- Top Cited PapersOpen Access
- 14 April 2023
- Published by Springer Nature in International Journal of Educational Technology in Higher Education
- Vol. 20 (1) , 1-31
Developing a gamified artificial intelligence educational robot to promote learning effectiveness and behavior in laboratory safety courses for undergraduate students
According to previous studies, traditional laboratory safety courses are delivered in a classroom setting where the instructor teaches and the students listen and read the course materials passively. The course content is also uninspiring and dull. Additionally, the teaching period is spread out, which adds to the instructor's workload. As a result, students become less motivated to learn. In contrast, artificially intelligent educational robots (AIERs), help students learn while lessening the workload on instructors by enhancing teaching strategies, using robots to substitute for teachers, giving students access to a variety of instructional content, and improving interaction with students through the use of intelligent voice interactions and Q&A systems to promote student engagement in learning. If the robot is used for a long time for learning, it may lead to a decrease in students' interest in learning. Therefore, this study introduces the GAFCC model (the theory-driven gamification goal, access, feedback, challenge, collaboration design model) as an instructional design model to guide the development of a gamified AIER system, aiming to improve students' motivation and learning effectiveness for laboratory safety courses. To test the effectiveness of the system, this study conducted an experimental study at a university in China in the summer of 2022. 53 participants participated in the research, with a random sample taken from each group. Each participant was able to choose the time of their free time to engage in the experiment. There were 18, 19, and 16 participants in experimental group 1, experimental group 2, and the traditional group, respectively. Students in experimental group 1 learned using the gamified AIER system, students in experimental group 2 learned on a general anthropomorphic robot system and the control group received traditional classroom learning. The experimental results showed that compared to the other two groups, the gamified AIER system guided by the GAFCC model significantly improved students' learning achievement and enhanced their learning motivation, flow experience, and problem-solving tendency. In addition, students who adopted this approach exhibited more positive behaviors and reduced cognitive load in the learning process.
- 14 April 2023
- Published by Springer Nature in International Journal of Educational Technology in Higher Education
- Vol. 20 (1) , 1-31
Top Cited PapersOpen AccessDeveloping a gamified artificial intelligence educational robot to promote learning effectiveness and behavior in laboratory safety courses for undergraduate students
According to previous studies, traditional laboratory safety courses are delivered in a classroom setting where the instructor teaches and the students listen and read the course materials passively. The course content is also uninspiring and dull. Additionally, the teaching period is spread out, which adds to the instructor's workload. As a result, students become less motivated to learn. In contrast, artificially intelligent educational robots (AIERs), help students learn while lessening the workload on instructors by enhancing teaching strategies, using robots to substitute for teachers, giving students access to a variety of instructional content, and improving interaction with students through the use of intelligent voice interactions and Q&A systems to promote student engagement in learning. If the robot is used for a long time for learning, it may lead to a decrease in students' interest in learning. Therefore, this study introduces the GAFCC model (the theory-driven gamification goal, access, feedback, challenge, collaboration design model) as an instructional design model to guide the development of a gamified AIER system, aiming to improve students' motivation and learning effectiveness for laboratory safety courses. To test the effectiveness of the system, this study conducted an experimental study at a university in China in the summer of 2022. 53 participants participated in the research, with a random sample taken from each group. Each participant was able to choose the time of their free time to engage in the experiment. There were 18, 19, and 16 participants in experimental group 1, experimental group 2, and the traditional group, respectively. Students in experimental group 1 learned using the gamified AIER system, students in experimental group 2 learned on a general anthropomorphic robot system and the control group received traditional classroom learning. The experimental results showed that compared to the other two groups, the gamified AIER system guided by the GAFCC model significantly improved students' learning achievement and enhanced their learning motivation, flow experience, and problem-solving tendency. In addition, students who adopted this approach exhibited more positive behaviors and reduced cognitive load in the learning process.
- Top Cited Papers
- 25 January 2023
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 39 (3) , 1002-1016
Promoting international high‐school students' Chinese language learning achievements and perceptions: A mind mapping‐based spherical video‐based virtual reality learning system in Chinese language courses
Background: As adequate support, virtual reality (VR) has been increasingly introduced into the classroom to help students learn a new language. However, empirical studies exploring the educational potential of using 360° spherical video‐based virtual reality (SVVR) in high‐school Chinese language classrooms are still lacking.Objectives: A mind mapping‐based SVVR learning system is proposed for international high‐school students' Chinese courses and examines its effects on improving Chinese learning achievements and perceptions among Grade 10 students who learn Chinese as a foreign language.Methods: This study adopted a quasi‐experiment design. Participants (N = 66) were assigned to one of three conditions: mind mapping‐based SVVR (MMBSVVR), conventional SVVR (CSVVR), or traditional lecturing (TL). Our mixed‐method approach employed pre‐and post‐tests to measure Chinese learning achievements, questionnaires to measure Chinese learning motivation, problem‐solving ability, and self‐efficacy, and semi‐structured interviews to further explore students' feelings and attitudes about Chinese courses in corresponding learning environments.Results and Conclusions: The results showed that the MMBSVVR classroom significantly improved high students' Chinese learning achievements in Chinese vocabulary and making sentence, problem‐solving ability, and self‐efficacy. Moreover, SVVR stimulates students' learning interest and class participation, and mind mapping provides students with a clear guide to arrange the knowledge. These findings help interpret the relationships between MMBSVVR and learning achievements, Chinese learning motivation, problem‐solving ability, and self‐efficacy in an international high school Chinese courses, thus providing insight on integrating MMBSVVR into existing classrooms.
- 25 January 2023
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 39 (3) , 1002-1016
Top Cited PapersPromoting international high‐school students' Chinese language learning achievements and perceptions: A mind mapping‐based spherical video‐based virtual reality learning system in Chinese language courses
Background: As adequate support, virtual reality (VR) has been increasingly introduced into the classroom to help students learn a new language. However, empirical studies exploring the educational potential of using 360° spherical video‐based virtual reality (SVVR) in high‐school Chinese language classrooms are still lacking.Objectives: A mind mapping‐based SVVR learning system is proposed for international high‐school students' Chinese courses and examines its effects on improving Chinese learning achievements and perceptions among Grade 10 students who learn Chinese as a foreign language.Methods: This study adopted a quasi‐experiment design. Participants (N = 66) were assigned to one of three conditions: mind mapping‐based SVVR (MMBSVVR), conventional SVVR (CSVVR), or traditional lecturing (TL). Our mixed‐method approach employed pre‐and post‐tests to measure Chinese learning achievements, questionnaires to measure Chinese learning motivation, problem‐solving ability, and self‐efficacy, and semi‐structured interviews to further explore students' feelings and attitudes about Chinese courses in corresponding learning environments.Results and Conclusions: The results showed that the MMBSVVR classroom significantly improved high students' Chinese learning achievements in Chinese vocabulary and making sentence, problem‐solving ability, and self‐efficacy. Moreover, SVVR stimulates students' learning interest and class participation, and mind mapping provides students with a clear guide to arrange the knowledge. These findings help interpret the relationships between MMBSVVR and learning achievements, Chinese learning motivation, problem‐solving ability, and self‐efficacy in an international high school Chinese courses, thus providing insight on integrating MMBSVVR into existing classrooms.