Guang-Han Chung
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Guang-Han Chung has a total of 16 co-authors. Here are the top co-authors by number of shared publications:
- Hsien-Sheng Hsiao
National Taiwan Normal University
5 shared publications - Jhen-Han Chen
Department of Technology Application and Human Resource Development, National Taiwan Normal University, Taipei, Taiwan (R.O.C.)
5 shared publications - Jyun-Chen Chen
National Academy for Educational Research
4 shared publications - Chien-Yu Lin
National Applied Research Laboratories, Taipei, Taiwan
1 shared publication - Chung-Pu Chang
Department of Technology Application and Human Resource Development, National Taiwan Normal University, Taipei city, Taiwan, R.O.C.
1 shared publication Hsien-Sheng Hsiao
1 shared publication
Latest Publications
- 3 November 2026
- Published by Elsevier in Thinking Skills and Creativity
- Vol. 63
Effects of a generative AI teaching assistant integrated with creativity scaffolding strategies on junior high school students’ learning achievement, creativity, cognitive load, and hands-on performance in STEAM hands-on activities
- 3 November 2026
- Published by Elsevier in Thinking Skills and Creativity
- Vol. 63
Effects of a generative AI teaching assistant integrated with creativity scaffolding strategies on junior high school students’ learning achievement, creativity, cognitive load, and hands-on performance in STEAM hands-on activities
- Open Access
- 4 October 2025
- Published by Springer Nature in Early Childhood Education Journal
- Vol. 54 (4) , 2167-2188
Incorporating the 6E Model Integrated with Creative Thinking Strategies into STEAM Education: Enhancing Children’s Fine Motor Skills, Hands-on Performance, and Learning Behaviors
- 4 October 2025
- Published by Springer Nature in Early Childhood Education Journal
- Vol. 54 (4) , 2167-2188
Open AccessIncorporating the 6E Model Integrated with Creative Thinking Strategies into STEAM Education: Enhancing Children’s Fine Motor Skills, Hands-on Performance, and Learning Behaviors
- Open Access
- 6 May 2022
- Published by MDPI AG in Sustainability
- Vol. 14 (9) , 5582
An Assessment of Junior High School Students’ Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM
This study aimed to discover the implications of using different teaching approaches for a hands-on STEAM activity for junior high school students’ STEAM knowledge, creativity, and hands-on performance. The teaching contents used in the study were designed based on the project-based learning (PBL) strategy and the cognitive–affective interaction model (CAIM). The students’ learning outcomes were tested through a hands-on activity with the theme of electric boat creation. PBL with the CAIM was the strategy used to implement the hands-on STEAM activity and to achieve the United Nation’s Sustainable Development Goal 4 (SDG 4). In this study, a quasi-experimental design was used for 10 weeks, and the 366 students who participated in the experiment were divided into experimental groups (EGs, 199 students using PBL with the CAIM) and control groups (CGs, 167 students using PBL only). Through the analysis of covariance, the results showed that students in the EGs achieved higher academic performance in terms of STEAM knowledge, creativity, and hands-on performance. The study also found that the hands-on STEAM activity had a positive effect on creativity for students in the EGs, allowing them to develop different modes of thinking in the processes of designing and producing the finished product, which in turn enhanced the innovativeness of their products and solutions. In addition, using PBL with the CAIM in the hands-on STEAM activity brought about positive learning outcomes and creative abilities for the students, achieving the SDG 4 objectives. Moreover, the outcomes of this study are in line with the current international trend in the development of education, providing reference examples for the future development of STEAM activities and teaching materials at the junior high school level.
- 6 May 2022
- Published by MDPI AG in Sustainability
- Vol. 14 (9) , 5582
Open AccessAn Assessment of Junior High School Students’ Knowledge, Creativity, and Hands-On Performance Using PBL via Cognitive–Affective Interaction Model to Achieve STEAM
This study aimed to discover the implications of using different teaching approaches for a hands-on STEAM activity for junior high school students’ STEAM knowledge, creativity, and hands-on performance. The teaching contents used in the study were designed based on the project-based learning (PBL) strategy and the cognitive–affective interaction model (CAIM). The students’ learning outcomes were tested through a hands-on activity with the theme of electric boat creation. PBL with the CAIM was the strategy used to implement the hands-on STEAM activity and to achieve the United Nation’s Sustainable Development Goal 4 (SDG 4). In this study, a quasi-experimental design was used for 10 weeks, and the 366 students who participated in the experiment were divided into experimental groups (EGs, 199 students using PBL with the CAIM) and control groups (CGs, 167 students using PBL only). Through the analysis of covariance, the results showed that students in the EGs achieved higher academic performance in terms of STEAM knowledge, creativity, and hands-on performance. The study also found that the hands-on STEAM activity had a positive effect on creativity for students in the EGs, allowing them to develop different modes of thinking in the processes of designing and producing the finished product, which in turn enhanced the innovativeness of their products and solutions. In addition, using PBL with the CAIM in the hands-on STEAM activity brought about positive learning outcomes and creative abilities for the students, achieving the SDG 4 objectives. Moreover, the outcomes of this study are in line with the current international trend in the development of education, providing reference examples for the future development of STEAM activities and teaching materials at the junior high school level.