Judy C. R. Tseng
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Judy C. R. Tseng has a total of 23 co-authors. Here are the top co-authors by number of shared publications:
- Wei Li
STEM Education Research Center, Wenzhou University, Wenzhou, China
7 shared publications - Cheng-Ye Liu
Faulty of Education, East China Normal University, Shanghai, China
5 shared publications - Chuang-Kai Chiou
Department of Educational Technology, Wenzhou University, Wenzhou 325035, China
3 shared publications - Li-Chen Cheng
Department of Information and Finance Management, National Taipei University of Technology, Taiwan
3 shared publications - Gwo-Haur Hwang
Ling Ting University, Taiwan
2 shared publications - Gwo-Jen Hwang
Graduate Institute of Educational Information and Measurement National Taichung University of Education Taichung City Taiwan
2 shared publications
Latest Publications
- 9 September 2026
- Published by Springer Nature in Education and Information Technologies
- Vol. 31 (16) , 9059-9077
Enhancing generative AI-assisted programming learning with Socratic questioning: effects on learning achievement, computational thinking, and metacognitive awareness
- 9 September 2026
- Published by Springer Nature in Education and Information Technologies
- Vol. 31 (16) , 9059-9077
Enhancing generative AI-assisted programming learning with Socratic questioning: effects on learning achievement, computational thinking, and metacognitive awareness
- 18 July 2026
- Published by Springer Nature
- p. 208-218
OntoThink: An Ontology-Supported Generative AI Learning Companion System with KCR Diagnosis Mechanism
- 18 July 2026
- Published by Springer Nature
- p. 208-218
OntoThink: An Ontology-Supported Generative AI Learning Companion System with KCR Diagnosis Mechanism
- Open Access
- 5 June 2026
- Published by Springer Nature in Metacognition and Learning
- Vol. 21 (1)
Exploring the interactive effects of task complexity and metacognitive scaffolding on students’ performance in collaborative programming
Although metacognitive scaffolding is recognized as an effective strategy to enhance collaborative programming learning, its effectiveness may vary with task complexity. This quasi-experimental study examined the differential effects of metacognitive scaffolding across programming tasks of low, medium, and high complexity, involving 195 seventh-grade students from a Taiwanese junior high school (experimental group: 97; control group: 98). A 3 (task complexity: low, medium, high) × 2 (metacognitive scaffolding: with vs. without) mixed-factorial design was employed. The results revealed a significant interaction between task complexity and metacognitive scaffolding on students’ computational thinking tendency and learning motivation, with the scaffolding effects becoming more pronounced as task complexity increased. No significant interaction effects were found for metacognitive awareness or programming learning achievement. These findings suggest that teachers should adjust metacognitive scaffolding intensity according to task complexity and leverage challenging tasks to promote students’ higher-order thinking in collaborative programming.
- 5 June 2026
- Published by Springer Nature in Metacognition and Learning
- Vol. 21 (1)
Open AccessExploring the interactive effects of task complexity and metacognitive scaffolding on students’ performance in collaborative programming
Although metacognitive scaffolding is recognized as an effective strategy to enhance collaborative programming learning, its effectiveness may vary with task complexity. This quasi-experimental study examined the differential effects of metacognitive scaffolding across programming tasks of low, medium, and high complexity, involving 195 seventh-grade students from a Taiwanese junior high school (experimental group: 97; control group: 98). A 3 (task complexity: low, medium, high) × 2 (metacognitive scaffolding: with vs. without) mixed-factorial design was employed. The results revealed a significant interaction between task complexity and metacognitive scaffolding on students’ computational thinking tendency and learning motivation, with the scaffolding effects becoming more pronounced as task complexity increased. No significant interaction effects were found for metacognitive awareness or programming learning achievement. These findings suggest that teachers should adjust metacognitive scaffolding intensity according to task complexity and leverage challenging tasks to promote students’ higher-order thinking in collaborative programming.
- 21 July 2024
- Published by Springer Nature
- p. 12-19
Tutor-Bot: A Question-Answering Educational Robot Based on Deep Learning
- 21 July 2024
- Published by Springer Nature
- p. 12-19
Tutor-Bot: A Question-Answering Educational Robot Based on Deep Learning
- 1 August 2023
- Published by Springer Nature
- p. 635-643
Metacognitive-Based Collaborative Programming: A Novel Approach to Enhance Learning Performance in Programming Courses
- 1 August 2023
- Published by Springer Nature
- p. 635-643
Metacognitive-Based Collaborative Programming: A Novel Approach to Enhance Learning Performance in Programming Courses
- 12 July 2023
- Published by Wiley in British Journal of Educational Technology
- Vol. 55 (1) , 318-339
Development of a metacognitive regulation‐based collaborative programming system and its effects on students' learning achievements, computational thinking tendency and group metacognition
Collaborative programming helps improve students' computational thinking and increases their confidence in solving programming problems. However, the effect of collaborative learning is not ideal because it is difficult for students to mobilize metacognition to regulate learning spontaneously. To guide students to effectively regulate the learning process when they collaborate to solve programming problems, this study develops a collaborative learning approach and a Collaborative programming System (MR‐CPS) based on metacognitive regulation to support students' collaborative programming learning. A quasi‐experimental study was conducted in a junior high school programming course in Taiwan to assess the effects on students. The impacts of MR‐CPS from both individual and collaborative perspectives were investigated. Students' learning achievement and computational thinking tendencies were examined from an individual perspective. From a collaborative perspective, group self‐efficacy and group metacognition were investigated. Participants were divided into MR‐CPS ( n = 115) and No‐MR‐CPS ( n = 107). The MR‐CPS group used the collaborative programming approach with metacognitive regulation mechanisms as the experimental group. In contrast, the No‐MR‐CPS group used the collaborative programming approach without metacognitive regulation mechanisms as the control group. The results show that the MR‐CPS group statistically significantly outperformed the No‐MR‐CPS group in learning achievements. It was also found that the MR‐CPS group had statistically significantly better computational thinking tendency, collective efficacy and metacognitive planning and evaluation skills than the No‐MR‐CPS group. This finding suggests that the MR‐CPS has the potential to improve students' learning achievements, computational thinking tendency, group metacognition and collective efficacy. The study results have implications for the design of collaborative programming systems consistent with metacognitive regulation.
- 12 July 2023
- Published by Wiley in British Journal of Educational Technology
- Vol. 55 (1) , 318-339
Development of a metacognitive regulation‐based collaborative programming system and its effects on students' learning achievements, computational thinking tendency and group metacognition
Collaborative programming helps improve students' computational thinking and increases their confidence in solving programming problems. However, the effect of collaborative learning is not ideal because it is difficult for students to mobilize metacognition to regulate learning spontaneously. To guide students to effectively regulate the learning process when they collaborate to solve programming problems, this study develops a collaborative learning approach and a Collaborative programming System (MR‐CPS) based on metacognitive regulation to support students' collaborative programming learning. A quasi‐experimental study was conducted in a junior high school programming course in Taiwan to assess the effects on students. The impacts of MR‐CPS from both individual and collaborative perspectives were investigated. Students' learning achievement and computational thinking tendencies were examined from an individual perspective. From a collaborative perspective, group self‐efficacy and group metacognition were investigated. Participants were divided into MR‐CPS ( n = 115) and No‐MR‐CPS ( n = 107). The MR‐CPS group used the collaborative programming approach with metacognitive regulation mechanisms as the experimental group. In contrast, the No‐MR‐CPS group used the collaborative programming approach without metacognitive regulation mechanisms as the control group. The results show that the MR‐CPS group statistically significantly outperformed the No‐MR‐CPS group in learning achievements. It was also found that the MR‐CPS group had statistically significantly better computational thinking tendency, collective efficacy and metacognitive planning and evaluation skills than the No‐MR‐CPS group. This finding suggests that the MR‐CPS has the potential to improve students' learning achievements, computational thinking tendency, group metacognition and collective efficacy. The study results have implications for the design of collaborative programming systems consistent with metacognitive regulation.
- Top Cited Papers
- 10 July 2023
- Published by Elsevier in Thinking Skills and Creativity
- Vol. 49
A study on the relationship between student' learning engagements and higher-order thinking skills in programming learning
- 10 July 2023
- Published by Elsevier in Thinking Skills and Creativity
- Vol. 49
Top Cited PapersA study on the relationship between student' learning engagements and higher-order thinking skills in programming learning
- 18 March 2023
- Published by Springer Nature in Education and Information Technologies
- Vol. 28 (10) , 12919-12943
Effects of the interaction between metacognition teaching and students’ learning achievement on students’ computational thinking, critical thinking, and metacognition in collaborative programming learning
- 18 March 2023
- Published by Springer Nature in Education and Information Technologies
- Vol. 28 (10) , 12919-12943
Effects of the interaction between metacognition teaching and students’ learning achievement on students’ computational thinking, critical thinking, and metacognition in collaborative programming learning
- 20 March 2018
- Published by Emerald Publishing in Data Technologies and Applications
- Vol. 52 (3) , 294-312
CoboChild: a blended mobile game-based learning service for children in museum contexts
Purpose: The purpose of this paper is to develop a blended mobile game-based learning service called CoboChild Mobile Exploration Service (hereinafter CoboChild) to support children’s learning in an environment blending virtual game worlds and a museum’s physical space. The contextual model of learning (CML) was applied to consider the related influential factors affecting museum learning and to promote children’s continuous learning and revisit motivations. Design/methodology/approach: CoboChild provides a thematic game-based learning environment to facilitate children’s interactions with exhibits and other visitors. A practical system has been implemented in the National Museum of Natural Science (NMNS), Taiwan. A questionnaire was used to examine whether CoboChild can effectively fulfill the CML and to evaluate the impacts on museum learning. Findings: CoboChild effectively fulfilled the CML to facilitate children’s interactive experiences and re-visit motivations in the blended mobile game-based learning environment. Most children described the system as providing fruitful playfulness while improving their interpretations of exhibitions and learning experiences. Practical implications: CoboChild considers the related contextual influences on the effective support of children’s learning in a museum, and builds a child-centered museum learning environment with highly integrated blended learning resources for children. CoboChild has been successfully operating in the NMNS since 2011. Originality/value: This study developed a blended mobile game-based learning service to effectively support children’s learning in museum contexts. The related issues are shown to improve the design of blended museum learning services. This innovative approach can be applied to the design of other child-centered services for engaging children’s interactive experiences in museums.
- 20 March 2018
- Published by Emerald Publishing in Data Technologies and Applications
- Vol. 52 (3) , 294-312
CoboChild: a blended mobile game-based learning service for children in museum contexts
Purpose: The purpose of this paper is to develop a blended mobile game-based learning service called CoboChild Mobile Exploration Service (hereinafter CoboChild) to support children’s learning in an environment blending virtual game worlds and a museum’s physical space. The contextual model of learning (CML) was applied to consider the related influential factors affecting museum learning and to promote children’s continuous learning and revisit motivations. Design/methodology/approach: CoboChild provides a thematic game-based learning environment to facilitate children’s interactions with exhibits and other visitors. A practical system has been implemented in the National Museum of Natural Science (NMNS), Taiwan. A questionnaire was used to examine whether CoboChild can effectively fulfill the CML and to evaluate the impacts on museum learning. Findings: CoboChild effectively fulfilled the CML to facilitate children’s interactive experiences and re-visit motivations in the blended mobile game-based learning environment. Most children described the system as providing fruitful playfulness while improving their interpretations of exhibitions and learning experiences. Practical implications: CoboChild considers the related contextual influences on the effective support of children’s learning in a museum, and builds a child-centered museum learning environment with highly integrated blended learning resources for children. CoboChild has been successfully operating in the NMNS since 2011. Originality/value: This study developed a blended mobile game-based learning service to effectively support children’s learning in museum contexts. The related issues are shown to improve the design of blended museum learning services. This innovative approach can be applied to the design of other child-centered services for engaging children’s interactive experiences in museums.