2011-2015 Publications

Qu, X., & Shang, J. (2015). Hybrid game-based learning research at English class of primary school. In Y.-T. Wu, T. Kojiri, S. C. Kong, F. Qiu, H. Ogata, T. Supnithi, Y. Wang, & W. Chen (Eds.), Workshop Proc. Int. Conf. Comput. Educ., ICCE (pp. 679–683). Asia-Pacific Society for Computers in Education No. 300, Jhongda Road, Jhongli City, Taoyuan County 32001; Scopus. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85040445326&partnerID=40&md5=88838697444be4070b960be7ed8feb98
Zhang, L., & Shang, J. (2015). How video games enhance learning: A discussion of James Paul Gee's views in his book what video games have to teach us about learning and literacy. In L.-F. Kwok, J. Fong, S. K. S. Cheung, H. Yang, J. Fong, R. Kwan, & H. Yang (Eds.), Lect. Notes Comput. Sci. (Vol. 9167, pp. 404–411). Springer Verlag service@springer.de; Scopus. https://doi.org/10.1007/978-3-319-20621-9_34
Huang, W.-B., Shang, J., Chen, J., Huang, Y., LI, G., & Zhang, H. (2014). Design and development of an innovation product engineering process curriculum at peking university. Lect. Notes Electr. Eng., 260 LNEE, 213–220. Scopus. https://doi.org/10.1007/978-94-007-7262-525
Nie, H., Xiao, H., & Shang, J. (2014). A critical analysis of the studies on fostering creativity through game-based learning. Lect. Notes Comput. Sci., 8595 LNCS, 278–287. Scopus. https://doi.org/10.1007/978-3-319-08961-4_26
Shang, J., Cao, P., & Nie, H. (2014). The latest development of education informatization in North America and its implications. In X. Han, Y. Wang, J. Cheng, & G. C. Johnson (Eds.), Proc. - Int. Conf. Educ. Innov. Through Technol., EITT (pp. 170–175). Institute of Electrical and Electronics Engineers Inc.; Scopus. https://doi.org/10.1109/EITT.2014.35
Shang, J., Jong, M. S.-Y., Lee, F. L., & Lee, J. H. M. (2012). Problem solving processes and strategies in the virtual interactive student-oriented learning environment. In Cases on E-Learning Mgmt.: Devmt. And Implementation (pp. 223–239). IGI Global; Scopus. https://doi.org/10.4018/978-1-4666-1933-3.ch011
Hu, W., Su, D., & Shang, J. (2011). Youth online game analysis and countermeasures. Int. Conf. Multimedia Technol., ICMT, 5677–5679. Scopus. https://doi.org/10.1109/ICMT.2011.6002295
Jong, M. S.-Y., Lee, F. L., Lee, J. H. M., & Shang, J. (2011). A case study of an academic achievement-oriented student in game-based learning. Proc. IEEE Int. Conf. Adv. Learn. Technol., ICALT, 7–11. Scopus. https://doi.org/10.1109/ICALT.2011.10
Jong, M. S.-Y., Shang, J., & Lee, J. H. M. (2011). A case study of a gamer-student in game-based learning. Proc. Int. Conf. Comput. Educ., ICCE, 508–512. Scopus. https://www.scopus.com/inward/record.uri?eid=2-s2.0-84860426697&partnerID=40&md5=0d0852eef94ae695d21a4b028f67dc96

[1] 汪旸 & 尚俊杰.(2015).大学生参与网络虚拟组织影响因素实证研究.高校教育管理,9(05),104-112.https://doi.org/10.13316/j.cnki.jhem.20150715.011.
[2] 尚俊杰 & 裴蕾丝.(2015).重塑学习方式:游戏的核心教育价值及应用前景.中国电化教育,(05),41-49.
[3] 裴蕾丝 & 尚俊杰.(2015).电子游戏与教育研究的脉络和热点分析——基于科学引文数据库(WOS)百年文献的计量结果.远程教育杂志,33(02),104-112.https://doi.org/10.15881/j.cnki.cn33-1304/g4.2015.02.014.
[4] 尚俊杰,庄绍勇 & 陈高伟.(2015).学习科学:推动教育的深层变革.中国电化教育,(01),6-13.
[5] 尚俊杰 & 蒋宇.(2015).2015教育信息化七大态势.人民教育,(01),32-33.
[6] 尚俊杰 & 孙也程.(2014).“看不见”的舆论领袖——高校网络舆论领袖特征研究.高校教育管理,8(05),47-53.https://doi.org/10.13316/j.cnki.jhem.2014.05.004.
[7] 曹培杰 & 尚俊杰.(2014).数字原住民的创造力发展特点调查——以某校“网络班”学生为例.电化教育研究,35(07),54-59.https://doi.org/10.13811/j.cnki.eer.2014.07.008.
[8] 尚俊杰,李宏利 & 董安美.(2014).基于计划行为理论的大学生网络行为调查.现代远程教育研究,(03),108-112.
[9] 李阳,张亮 & 尚俊杰.(2014).启发·引领·创新——“首届北京大学教育信息化圆桌论坛”述评.远程教育杂志,32(02),84-89.https://doi.org/10.15881/j.cnki.cn33-1304/g4.2014.02.011.
[10] 尚俊杰.(2014).新一轮信息技术潮会颠覆教育形态吗?.人民教育,(01),38-41.
[11] 尚俊杰,肖海明 & 贾楠.(2014).国际教育游戏实证研究综述:2008年—2012年.电化教育研究,35(01),71-78.https://doi.org/10.13811/j.cnki.eer.2014.01.011.
[12] 樊青丽 & 尚俊杰.(2013).青年群体网络娱乐行为研究述评.思想教育研究,(11),109-111.
[13] 董安美,尚俊杰 & 陈明溥.(2013).知行合一融会创新——第17届全球华人计算机教育应用大会(GCCCE2013)综述.远程教育杂志,31(04),3-10.https://doi.org/10.15881/j.cnki.cn33-1304/g4.2013.04.002.
[14] 尚俊杰.(2013).北京大学教育技术学科:整合与探索.北京大学教育评论,11(03),65-77+190-191.https://doi.org/10.19355/j.cnki.1671-9468.2013.03.005.
[15] 庄绍勇,耿洁 & 尚俊杰.(2013).基于平板电脑的电子课本在香港英语课堂教学实施的个案研究.现代远程教育研究,(02),92-99.
[16] 王珠珠,李素丽 & 尚俊杰.(2013).青少年网络娱乐方式调查研究.中国电化教育,(03),35-41.
[17] 尚俊杰,张喆,庄绍勇 & 蒋宇.(2012).游戏化网络课程的设计与应用研究.远程教育杂志,30(04),66-72.https://doi.org/10.15881/j.cnki.cn33-1304/g4.2012.04.011.
[18] 尚俊杰,蒋宇,李素丽 & 张弦.(2011).电子游戏对青少年认识他国文化的作用和影响.现代远程教育研究,(06),31-36+60.
[19] 曹培杰,尚俊杰 & 汪基德.(2011).基于词频分析的社会化软件教育应用特点.开放教育研究,17(04),102-107.https://doi.org/10.13966/j.cnki.kfjyyj.2011.04.005.
[20] 蒋宇,尚俊杰 & 庄绍勇.(2011).游戏化探究学习模式的设计与应用研究.中国电化教育,(05),84-91.
[21] 尚俊杰,庄绍勇 & 蒋宇.(2011).教育游戏面临的三层困难和障碍——再论发展轻游戏的必要性.电化教育研究,(05),65-71.https://doi.org/10.13811/j.cnki.eer.2011.05.012.
[22] 蒋宇,庄绍勇 & 尚俊杰.(2011).游戏化研究性学习案例比较研究.远程教育杂志,29(01),105-110.https://doi.org/10.15881/j.cnki.cn33-1304/g4.2011.01.020.
