Chun-Chun Chang
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
Chun-Chun Chang has a total of 13 co-authors. Here are the top co-authors by number of shared publications:
- Gwo-Jen Hwang
Graduate Institute of Educational Information and Measurement National Taichung University of Education Taichung Taiwan
13 shared publications - Yun-Fang Tu
Graduate Institute of Digital Learning and Education National Taiwan University of Science and Technology Taipei Taiwan
3 shared publications Liang‐Shiou Ou
School of Medicine, College of Medicine Chang Gung University Taoyuan City Taiwan
2 shared publicationsBiyun Huang
Centre for Learning Sciences and Technologies, The Chinese University of Hong Kong, Shatin, Hong Kong SAR
1 shared publicationChih-An Chou
National Taiwan University of Science and Technology
1 shared publication- Chin-Ya Juan
Graduate Institute of Digital Learning and Education, National Taiwan University of Science and Technology, Taipei, Taiwan
1 shared publication
Latest Publications
- 21 August 2026
- Published by SAGE Publications in Journal of Educational Computing Research
Co-Reflection Versus Self-Reflection in Graphic Organizer-Facilitated Training in the Metaverse: Evidence From Students’ Knowledge Gains, Perceptions, and Case-Handling Performances
In vocational education and training, developing students’ communication, teamwork, reflection, and problem-solving skills has become increasingly important. Previous studies have integrated practical cases into metaverse-based courses using the Problem-Guiding, Exploration, and Reflection (PER) process supported by graphic organizers; however, students’ critical thinking depth has remained limited. To address this issue, this study proposed a graphic organizer-supported, co-reflection-based PER metaverse (GCR-PERM) learning model. An experimental study was conducted with 81 third-year nursing students enrolled in a Pediatric Epilepsy Management course at a university of science and technology in northern Taiwan. Forty-two students in the experimental group used GCR-PERM, while 39 students in the control group used a graphic organizer-supported self-reflection-based PER model (GSR-PERM). The results showed that GCR-PERM significantly improved students’ learning achievement, problem-solving tendencies, and collaboration tendencies compared with GSR-PERM. In terms of cognitive load, GCR-PERM did not increase mental workload, although it required greater mental effort. Regarding case-handling performance, the experimental group demonstrated significant improvements in judgment, accuracy, and application, but no significant difference was found in analysis. These findings indicate that GCR-PERM is an effective approach for enhancing nursing students’ case-handling and problem-solving abilities in metaverse-based learning environments.
- 21 August 2026
- Published by SAGE Publications in Journal of Educational Computing Research
Co-Reflection Versus Self-Reflection in Graphic Organizer-Facilitated Training in the Metaverse: Evidence From Students’ Knowledge Gains, Perceptions, and Case-Handling Performances
In vocational education and training, developing students’ communication, teamwork, reflection, and problem-solving skills has become increasingly important. Previous studies have integrated practical cases into metaverse-based courses using the Problem-Guiding, Exploration, and Reflection (PER) process supported by graphic organizers; however, students’ critical thinking depth has remained limited. To address this issue, this study proposed a graphic organizer-supported, co-reflection-based PER metaverse (GCR-PERM) learning model. An experimental study was conducted with 81 third-year nursing students enrolled in a Pediatric Epilepsy Management course at a university of science and technology in northern Taiwan. Forty-two students in the experimental group used GCR-PERM, while 39 students in the control group used a graphic organizer-supported self-reflection-based PER model (GSR-PERM). The results showed that GCR-PERM significantly improved students’ learning achievement, problem-solving tendencies, and collaboration tendencies compared with GSR-PERM. In terms of cognitive load, GCR-PERM did not increase mental workload, although it required greater mental effort. Regarding case-handling performance, the experimental group demonstrated significant improvements in judgment, accuracy, and application, but no significant difference was found in analysis. These findings indicate that GCR-PERM is an effective approach for enhancing nursing students’ case-handling and problem-solving abilities in metaverse-based learning environments.
- 21 April 2025
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 41 (3)
Promoting Patients' Cognitive Engagement With Robot‐Based SIPE Training: A Randomised Controlled Study
Background: Health education aims to encourage individuals to voluntarily take action to improve their health. Throughout this process, adult learners can make informed decisions to change their behaviours and enhance their well‐being. In medical institutions, employing appropriate instructional strategies to facilitate changes in health behaviours is crucial for enhancing patients' health knowledge, attitudes, and skills. Objective: Health education courses within hospitals are based on the Selection‐Instruction‐Practicing‐Evaluation (SIPE) model, which is grounded in the self‐determination theory (SDT). Due to constraints in human resources, the traditional SIPE (T‐SIPE) mode is generally carried out with one‐way practice without evaluating learners' outcomes or providing personalised feedback. This limitation hampers patients' self‐care abilities and self‐confidence. By referencing the embodied cognition theory, a robot‐based SIPE (R‐SIPE) approach was proposed to enhance patients' cognitive engagement. Method: To assess the approach, a true experiment was conducted in a health education course by randomly assigning 90 subjects to the experimental and control groups, adopting the R‐SIPE and T‐SIPE modes, respectively. Results and Conclusions: The results revealed that the R‐SIPE group showed better learning achievement, self‐confidence, technology acceptance, and learning satisfaction compared to the T‐SIPE group. It was concluded that using robots to provide interactive learning, personalised materials, practice tests, and evaluation had great potential in health education. It is therefore suggested that different health education courses be developed to enhance patients' self‐care abilities and increase their confidence in dealing with diseases.
- 21 April 2025
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 41 (3)
Promoting Patients' Cognitive Engagement With Robot‐Based SIPE Training: A Randomised Controlled Study
Background: Health education aims to encourage individuals to voluntarily take action to improve their health. Throughout this process, adult learners can make informed decisions to change their behaviours and enhance their well‐being. In medical institutions, employing appropriate instructional strategies to facilitate changes in health behaviours is crucial for enhancing patients' health knowledge, attitudes, and skills. Objective: Health education courses within hospitals are based on the Selection‐Instruction‐Practicing‐Evaluation (SIPE) model, which is grounded in the self‐determination theory (SDT). Due to constraints in human resources, the traditional SIPE (T‐SIPE) mode is generally carried out with one‐way practice without evaluating learners' outcomes or providing personalised feedback. This limitation hampers patients' self‐care abilities and self‐confidence. By referencing the embodied cognition theory, a robot‐based SIPE (R‐SIPE) approach was proposed to enhance patients' cognitive engagement. Method: To assess the approach, a true experiment was conducted in a health education course by randomly assigning 90 subjects to the experimental and control groups, adopting the R‐SIPE and T‐SIPE modes, respectively. Results and Conclusions: The results revealed that the R‐SIPE group showed better learning achievement, self‐confidence, technology acceptance, and learning satisfaction compared to the T‐SIPE group. It was concluded that using robots to provide interactive learning, personalised materials, practice tests, and evaluation had great potential in health education. It is therefore suggested that different health education courses be developed to enhance patients' self‐care abilities and increase their confidence in dealing with diseases.
- 2 April 2025
- Published by Springer Nature in Education and Information Technologies
- Vol. 30 (13) , 18679-18703
Metaverse-enabled collaboration for practical case handling: Triangulation authentication of performance, perceptions, and behavioral patterns
- 2 April 2025
- Published by Springer Nature in Education and Information Technologies
- Vol. 30 (13) , 18679-18703
Metaverse-enabled collaboration for practical case handling: Triangulation authentication of performance, perceptions, and behavioral patterns
- 1 April 2025
- Published by Taylor & Francis in Interactive Learning Environments
- Vol. 33 (10) , 5667-5687
Realizing self-determination theory in virtual healthcare training: evidence from cancer patients’ and family members’ learning achievement and decisional conflict
- 1 April 2025
- Published by Taylor & Francis in Interactive Learning Environments
- Vol. 33 (10) , 5667-5687
Realizing self-determination theory in virtual healthcare training: evidence from cancer patients’ and family members’ learning achievement and decisional conflict
- 24 March 2025
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 41 (2)
Fostering the Life Skills of Learners With Intellectual Disabilities Using Interactive Technologies: A Motivational Model‐Based Digital Game‐Based Training Approach
Background: For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can help them facilitate their physical functions, maintain cognitive memory ability and strengthen their ability to play a greater role in society.Objective: Conventional training for learners with intellectual disabilities is generally taught with traditional lectures and demonstrations, which could lack interaction and immediate feedback. To address this issue, by referring to the attention, relevance confidence and satisfaction motivational model, a digital game‐based training approach is proposed.Method: To confirm the effectiveness of the approach, this study experimented with a life skills training course for learners with intellectual disabilities using a pre‐ and post‐test design for 6 months. One class of learners comprised the experimental group trained with the digital game, while the other class was the control group that learned with conventional training. The learners' learning achievement, anxiety level, learning attitude, problem‐solving tendency, learning satisfaction and learning perceptions were assessed.Results and Conclusions: The findings indicate that digital game‐based training enhanced the learning achievement, learning attitudes, problem‐solving tendency and learning satisfaction of students with intellectual disabilities, while also reducing their anxiety levels.
- 24 March 2025
- Published by Wiley in Journal of Computer Assisted Learning
- Vol. 41 (2)
Fostering the Life Skills of Learners With Intellectual Disabilities Using Interactive Technologies: A Motivational Model‐Based Digital Game‐Based Training Approach
Background: For learners with intellectual disability, it is a challenge and crucial issue to foster their life skills. These learners generally encounter several problems during the learning process, such as difficulties paying and maintaining attention, difficulties with memory and application and slow learning ability. Life skills training can help them facilitate their physical functions, maintain cognitive memory ability and strengthen their ability to play a greater role in society.Objective: Conventional training for learners with intellectual disabilities is generally taught with traditional lectures and demonstrations, which could lack interaction and immediate feedback. To address this issue, by referring to the attention, relevance confidence and satisfaction motivational model, a digital game‐based training approach is proposed.Method: To confirm the effectiveness of the approach, this study experimented with a life skills training course for learners with intellectual disabilities using a pre‐ and post‐test design for 6 months. One class of learners comprised the experimental group trained with the digital game, while the other class was the control group that learned with conventional training. The learners' learning achievement, anxiety level, learning attitude, problem‐solving tendency, learning satisfaction and learning perceptions were assessed.Results and Conclusions: The findings indicate that digital game‐based training enhanced the learning achievement, learning attitudes, problem‐solving tendency and learning satisfaction of students with intellectual disabilities, while also reducing their anxiety levels.
- 28 February 2025
- Published by Springer Nature in Educational Technology Research and Development
- Vol. 73 (3) , 1741-1766
Promoting young students’ knowledge co-construction: a concept mapping-based online cooperative problem-posing approach
- 28 February 2025
- Published by Springer Nature in Educational Technology Research and Development
- Vol. 73 (3) , 1741-1766
Promoting young students’ knowledge co-construction: a concept mapping-based online cooperative problem-posing approach
- 13 February 2025
- Published by Springer Nature in Educational Technology Research and Development
- Vol. 73 (3) , 1601-1622
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications
- 13 February 2025
- Published by Springer Nature in Educational Technology Research and Development
- Vol. 73 (3) , 1601-1622
Concept maps in technological contexts of higher education: a systematic review of selected SSCI publications
- 27 December 2024
- Published by Springer Nature in Educational Technology Research and Development
- Vol. 73 (2) , 1205-1223
A self-determination theory-based digital gaming approach to enhancing EFL learners’ competence in applying professional English
- 27 December 2024
- Published by Springer Nature in Educational Technology Research and Development
- Vol. 73 (2) , 1205-1223
A self-determination theory-based digital gaming approach to enhancing EFL learners’ competence in applying professional English