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2021-2025 Publications

Chen, A.Xiang, M.Zhou, J., Jia, J., Shang, J., Li, X., Gašević, D., & Fan, Y. (2025). Unpacking help-seeking process through multimodal learning analytics: A comparative study of ChatGPT vs Human expert. Computers and Education, *226*. Scopus. https://doi.org/10.1016/j.compedu.2024.105198

Huang, B., Jong, M. S.-Y., Tsai, C.-C., & Shang, J. (2025). Unlocking students' creative potential in designing technological-enriched design solutions. Journal of Research on Technology in Education, *57*(5), 1044–1060. Scopus. https://doi.org/10.1080/15391523.2024.2342915

Wei, R., Harris, P., Snow, C., & Rowe, M. (2025). From the “here and now” to the “there and then”: How parent-child decontextualized conversations support early development. Developmental Review.

Hua, Z. +, Li, T., Shi, R., Wei, R., & Li, Y. (2025). Prediction efficiency and incremental processing strategy during spoken language comprehension in autistic children: An eye-tracking study. Molecular Autism. (*Joint senior authorship)

Sullivan, E., Wei, R., Kakon, S., Shama, T., Petri, W.A., Haque, R., Nelson, C. (2025). EEG theta power in Bangladeshi children: Associations with early experiences and cognitive outcomes. Child Developmenthttps://doi.org/ 10.1111/cdev.14245.

Hua, Z. +, Li, T., Shi, R., Wei, R.*, & Yi, L.* (2025). Activation of thematic and taxonomic relations during lexical-semantic processing in autistic children: Evidence from eye movements. Autism Research. (*Joint senior authorship)

Pei, L.Jong, M. S.-Y., Huang, B., Pang, W.-C., & Shang, J. (2025). Formally integrating Generative AI into secondary education: Application of ChatGPT in EFL writing instruction. Educational Technology and Society, 28(3), 281–297. Scopus. https://doi.org/10.30191/ETS.202507_28(3).TP05

Pei, L.Jong, M. S.-Y.Shang, J., & Ouyang, G. (2025). Design and validation of an electroencephalogram-supported approach to tracking real-time cognitive load variations for adaptive video-based learning. British Journal of Educational Technology, 56(4), 1553–1572. Scopus. https://doi.org/10.1111/bjet.13535

Shang, J.Zhang, Y., & Zeng, J. (2025). Trade-off or complement? An exploratory study on students' game behavior and learning behavior in a math spatial educational game. Interactive Learning Environments, 33(2), 1062–1086. Scopus. https://doi.org/10.1080/10494820.2024.2364235

Xiang, M.Zhang, L., Liu, Y., Wang, X., & Shang, J. (2025). Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load. Entertainment Computing, 52. Scopus. https://doi.org/10.1016/j.entcom.2024.100869

Zeng, J.Zhang, P.Zhou, J.Shang, J., & Black, J. B. (2025). The impact of embodied scaffolding sequences on STEM conceptual learning. Educational Technology Research and Development, 73(2), 767–792. Scopus. https://doi.org/10.1007/s11423-024-10438-x

Zhou, J., Dou, P., Liu, B., & Shang, J. (2025). Learning Programming by Making Games: Design and Development of MetaDream. In W. W. K. Ma, S. S. K. Cheung, C. Li, P. Prayadsab, & A. Mungwattana (Eds.), Lect. Notes Comput. Sci.: Vol. 15721 LNCS (pp. 115–125). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-981-96-8430-4_9

Shen, Y., Tang, L., Le, H., Tan, S., Zhao, Y., Shen, K.,... & Fan, Y. * (2025). Aligning and Comparing Values of ChatGPT and Human as Learning Facilitators: a Value-Sensitive Design Approach. British Journal of Educational Technology.

Chen, A., Xiang, M., Zhou, J., Jia, J., Shang, J.Li, X., ... & Fan, Y. * (2025). Unpacking help-seeking process through multimodal learning analytics: A comparative study of ChatGPT vs Human expert. Computers & Education, 226, 105198.

Shang, J., & Zhou, J. (2024). How to Design Scientific, Happy and Effective Educational Games: Research on Educational Game Design from the Perspective of Learning Sciences. In W. W. K. Ma, C. Li, C. W. Fan, L. H. U, & A. Lu (Eds.), Lect. Notes Comput. Sci.: Vol. 14797 LNCS (pp. 21–38). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-981-97-4442-8_3

Xiang, M.Zhang, L., Wang, X., & Shang, J. (2024). Integrating a Digital Math Vector Game into a Blended Classroom: Technological and Instructional Design Principles. In W. W. K. Ma, C. Li, C. W. Fan, L. H. U, & A. Lu (Eds.), Lect. Notes Comput. Sci.: Vol. 14797 LNCS (pp. 163–175). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-981-97-4442-8_12

Zeng, J.Zhang, Y., & Shang, J. (2024). Characterization of Students' Learning and Reasoning about Mental Folding in a Spatial Educational Game. In R. Lindgren, T. Asino, E. A. Kyza, C.-K. Looi, D. T. Keifert, & E. Suarez (Eds.), Proc. Int. Conf. Learn. Sci., ICLS (pp. 1131–1134). International Society of the Learning Sciences (ISLS); Scopus. https://doi.org/10.22318/icls2024.793443

Zhang, L., Lei, Y., Pelton, T., Pelton, L. F., & Shang, J. (2024). An exploration of gendered differences in cognitive, motivational and emotional aspects of game-based math learning. Journal of Computer Assisted Learning, 40(6), 2633–2649. Scopus. https://doi.org/10.1111/jcal.12956

Zhang, P.Su, H.Zeng, J.Zhang, Y., & Shang, J. (2024). Teach or not teach? Impacts of Objective Explanation in Game-based Learning: Insights from Gaussian Hidden Markov Analysis. In R. Lindgren, T. Asino, E. A. Kyza, C.-K. Looi, D. T. Keifert, & E. Suarez (Eds.), Proc. Int. Conf. Learn. Sci., ICLS (pp. 2491–2492). International Society of the Learning Sciences (ISLS); Scopus. https://doi.org/10.22318/icls2024.997303

Zhou, J.Zeng, J., Black, J. B., & Shang, J. (2024). Exploring the Effect of Gestures in the Learning of Spatial Abilities Based on Process Data in Educational Games. In R. Lindgren, T. Asino, E. A. Kyza, C.-K. Looi, D. T. Keifert, & E. Suarez (Eds.), Proc. Int. Conf. Learn. Sci., ICLS (pp. 2221–2222). International Society of the Learning Sciences (ISLS); Scopus. https://doi.org/10.22318/icls2024.145559

Tang, L., Shen, K., Le, H., Shen, Y., Tan, S., Zhao, Y., ... & Fan, Y. * (2024). Facilitating learners' self‐assessment during formative writing tasks using writing analytics toolkit. Journal of Computer Assisted Learning, 40(6).

Wei, R., Sullivan, E., Begum, F., Rahman, N., Tofail, F., Haque, R., & Nelson, C. (2024). Parental communicative input as a protective factor in Bangladeshi families living in poverty: A multi-dimensional perspective. Developmental Science, E13494. https://doi.org/10.1111/desc.13494

Zhang, X.Zhang, P., Shen, Y., Liu, M., Wang, Q., Gašević, D., & Fan, Y. * (2024). A Systematic Literature Review of Empirical Research on Applying Generative Artificial Intelligence in Education. Frontiers of Digital Education, 1(3), 223-245.

Lim, L., Bannert, M., van der Graaf, J., Fan, Y., Rakovic, M., Singh, S., ... & Gašević, D. (2024). How do students learn with real‐time personalized scaffolds?. British Journal of Educational Technology, 55(4), 1309-1327.

Osakwe, I., Chen, G., Fan, Y., Rakovic, M., Singh, S., Lim, L., ... & Gašević, D. (2024). Towards prescriptive analytics of self‐regulated learning strategies: A reinforcement learning approach. British Journal of Educational Technology.

Huang, W., Li, X., & Shang, J. (2023). Gamified Project-Based Learning: A Systematic Review of the Research Landscape. Sustainability (Switzerland), 15(2). Scopus. https://doi.org/10.3390/su15020940

Jiang, Y.Shang, J., & Jiao, L. (2023). Review of China's Online Education Policy, 1999–2022. ECNU Review of Education, 6(1), 155–182. Scopus. https://doi.org/10.1177/20965311221099581

Jong, M. S.-Y.Shang, J., & Tam, V. W. L. (2023). Using Non-player Characters to Scaffold Non-gamer Students in Serious Gaming. In Learning, Design, and Technology: An International Compendium of Theory, Research, Practice, and Policy (pp. 3035–3052). Springer International Publishing; Scopus. https://doi.org/10.1007/978-3-319-17461-7_36

Li, X., Zhang, X., Zhao, Y.Zhang, L., & Shang, J. (2023). Exploring the role of learning through play in promoting multimodal learning among children: A pilot study in Chinese first-tier cities. Frontiers in Psychology, 14. Scopus. https://doi.org/10.3389/fpsyg.2023.1103311

Tan, S.Huang, W.Zeng, J., & Shang, J. (2023). Exploring Learners' Flow and Related Design Strategies in Educational Games from a Psychic Entropy Perspective. In X. Fang (Ed.), Lect. Notes Comput. Sci.: Vol. 14047 LNCS (pp. 81–93). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-3-031-35979-8_6

Zhang, P., Hu, Q., & Shang, J. (2023). How Can Teachers Facilitate Computer-Supported Collaborative Learning? A Literature Review of Teacher Intervention in CSCL. In C. Li, S. K. S. Cheung, F. L. Wang, A. Lu, & L. F. Kwok (Eds.), Lect. Notes Comput. Sci.: Vol. 13978 LNCS (pp. 202–213). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-3-031-35731-2_18

van der Graaf, J., Raković, M., Fan, Y., Lim, L., Singh, S., Bannert, M., ... & Molenaar, I. (2023). How to design and evaluate personalized scaffolds for self-regulated learning. Metacognition and Learning, 18(3), 783-810.

Zhou, J.Zeng, J., Black, J. B., & Shang, J. (2023). Effects of different embodied scaffoldings on students' spatial abilities in digital game-based learning. In J.-L. Shih, A. Kashihara, W. Chen, W. Chen, H. Ogata, R. Baker, B. Chang, S. Dianati, J. Madathil, A. M. F. Yousef, Y. Yang, & H. Zarzour (Eds.), Int. Conf. Comput. Educ., ICCE - Proc. (Vol. 1, pp. 601–610). Asia-Pacific Society for Computers in Education; Scopus. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85181539289&partnerID=40&md5=6e586aae2037848db887ac61807ca5ff

Huang, W., Li, X., & Shang, J. (2022). Gamified Project-Based Learning: A Systematic Review. In R. C. Li, S. K. Cheung, P. H. Ng, L. Wong, & F. L. Wang (Eds.), Lect. Notes Comput. Sci.: Vol. 13357 LNCS (pp. 313–324). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-3-031-08939-8_27

Wei, R., Kirby, A., Naigles, L., & Rowe, M. (2022). Parents’ use of generics with infants: Stability, variability, and implications for language development. Journal of Child Language*50*(5), 1204-1225.

Tan, S.Huang, W., & Shang, J. (2022). Research Status and Trends of the Gamification Design for Visually Impaired People in Virtual Reality. In X. Fang (Ed.), Lect. Notes Comput. Sci.: Vol. 13334 LNCS (pp. 637–651). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-3-031-05637-6_41

Xia, Q., Yin, H., Hu, R., Li, X., & Shang, J. (2022). Motivation, Engagement, and Mathematics Achievement: An Exploratory Study Among Chinese Primary Students. SAGE Open, 12(4). Scopus. https://doi.org/10.1177/21582440221134609

Xiao, R., Liu, Q., Shang, J., & Huang, W.-B. (2022). A Study of Detecting Student Engagement Modes in an Online Learning Platform. Frontiers of Education in China, 17(1), 23–45. Scopus. https://doi.org/10.3868/s110-007-022-0003-4

Huang, W.Shang, J., & Miao, R. (2021). Research on the Mode and Application of the Combination of Game-based Learning and Project-based Learning. In M. M. T. Rodrigo, S. Iyer, A. Mitrovic, H. N. H. Cheng, D. Kohen-Vacs, C. Matuk, A. Palalas, R. Rajenran, K. Seta, & J. Wang (Eds.), Int. Conf. Comput. Educ. Conf., ICCE - Proc. (Vol. 2, pp. 762–764). Asia-Pacific Society for Computers in Education; Scopus. https://www.scopus.com/inward/record.uri?eid=2-s2.0-85122940474&partnerID=40&md5=4a4a96e4d75b5ee8e8efc1e2dded13f3

Yao, Y., He, L., & Shang, J. (2021). Design and application research of gamification in university curriculum-taking the course of tv camera for example. In X. Fang (Ed.), Lect. Notes Comput. Sci.: Vol. 12790 LNCS (pp. 276–293). Springer Science and Business Media Deutschland GmbH; Scopus. https://doi.org/10.1007/978-3-030-77414-1_20

Yuan, M.Zeng, J., Wang, A., & Shang, J. (2021). Would It Be Better if Instructors Technically Adjust Their Image or Voice in Online Courses? Impact of the Way of Instructor Presence on Online Learning. Frontiers in Psychology, 12. Scopus. https://doi.org/10.3389/fpsyg.2021.746857

Zeng, J., Hu, R., & Shang, J. (2021). Design and Development of an Educational Game for Facilitating Spatial Ability and Mathematics Learning. In L.-K. Lee, F. L. Wang, Y. Kato, Y. K. Hui, & S. Sato (Eds.), Proc. - Int. Symp. Educ. Technol., ISET (pp. 275–280). Institute of Electrical and Electronics Engineers Inc.; Scopus. https://doi.org/10.1109/ISET52350.2021.00065

Lingyun Huanga, Min Lianga, Yuhan Xionga, Xiaomeng Wu, Cher Ping Lim. A systematic review of technology-enabled teacher professional development during COVID -19 pandemic[J]. SCI, Computers & Education, 2024, 105168.

Li, S.Zeng, C., Liu, H., Jia, J, Liang, M., Cha, Y, Lim, C.P.*, Wu, X. A meta-analysis of AI-enabled personalized STEM education in schools. International Journal of STEM Education[J]. 2025, 12(58).


 

[1] 周均奕尚俊杰. 从模拟仿真到教育元宇宙:技术驱动下三维虚拟学习环境的演进脉络与生态重塑[J]. 中国电化教育, 2025(10): 55-61+78.

[2] 王辞晓, 伍潇贝尚俊杰. 兼顾多元主体质量观的中小学人机协同教学质量评价框架研究[J]. 电化教育研究, 2025, 46(09): 83-90+98. DOI:10.13811/j.cnki.eer.2025.09.010.

[3] 胡启慧, 高桥纯, 尚俊杰. 教育数字化转型如何发力:日本“一生一终端”项目的剖析与启示[J]. 中国电化教育, 2025(08): 81-90.

[4] 刘誉张鹏尚俊杰. 基于德尔菲法的教师学习科学素养框架构建研究[J]. 现代教育技术, 2025, 35(04): 91-101.

[5] 张鹏吴筱萌曾嘉灵, 等. 学习的快乐:基于哲学、心理学、脑科学视角的研究[J]. 全球教育展望, 2025, 54(03): 91-104.

[6] 刘誉, 戴子涵, 尚俊杰. 教师使用生成式人工智能的现象学阐释[J]. 苏州大学学报(教育科学版), 2025, 13(01): 35-45. DOI:10.19563/j.cnki.sdjk.2025.01.004.

[7] 尚俊杰, 石祝, 沈科杰. 基于视频游戏的空间能力测评[J]. 心理科学进展, 2025, 33(01): 11-24.

[8] 吴筱萌, 管乐, 林易, 等. 提升教师职业幸福感的技术可供性[J]. 中国教育信息化, 2025(04): 109-117.

[9] 李姗姗, 林易, 吴筱萌. 中小学校长数字化转型领导力五要素模型构建研究[J]. 数字教育, 2025(08): 55-61.

[10] 李姗姗吴筱萌张鹏, 等. 人类导师与智能导师效能差异研究:基于动态交互的可供性视角[J]. 开放教育研究, 2025(02): 98-107.

[11] 沈科杰, 苏晗宇, 尚俊杰. 游戏化学习方式如何影响知识保留:基于38项实验和准实验研究的元分析[J]. 现代远程教育研究, 2024, 36(06): 55-68.

[12] 尚俊杰张鹏刘誉. 教师学习科学素养:概念内涵、理论框架与提升策略[J]. 电化教育研究, 2024, 45(08): 87-96. DOI:10.13811/j.cnki.eer.2024.08.012.

[13] 张露, 方璐, 尚俊杰. 游戏化虚拟情境在国际中文教育中的应用:语篇认知与情绪动机的效用视角[J]. 电化教育研究, 2024, 45(07): 121-128. DOI:10.13811/j.cnki.eer.2024.07.016.

[14] 张鹏, 汪旸, 尚俊杰. 生成式人工智能与教育变革:价值、困难与策略[J]. 现代教育技术, 2024, 34(06): 14-24.

[15] 石祝, 尚俊杰. 视频游戏对空间能力的影响与作用机制[J]. 中国电化教育, 2024(05): 32-44+113.

[16] 张露, 胡若楠, 雷悦, 等. 基于人工智能表情识别与差异分析的游戏化学习投入状态研究[J]. 现代教育技术, 2023, 33(12): 89-99.

[17] 赵玥颖, 孙丹儿, 尚俊杰. 国际教育游戏实证研究综述:基于2018—2022年的文献分析[J]. 开放教育研究, 2023, 29(05): 106-120. DOI:10.13966/j.cnki.kfjyyj.2023.05.011.

[18] 钟秉林, 尚俊杰, 王建华, 等. ChatGPT对教育的挑战(笔谈)[J]. 重庆高教研究, 2023, 11(03): 3-25. DOI:10.15998/j.cnki.issn1673-8012.2023.03.001.

[19] 尚俊杰, 李秀晗. 教育数字化转型的困难和应对策略[J]. 华东师范大学学报(教育科学版), 2023, 41(03): 72-81. DOI:10.16382/j.cnki.1000-5560.2023.03.008.

[20] 曾嘉灵张鹏尚俊杰. 基于设计的研究与教育游戏设计应用[J]. 中国电化教育, 2022(08): 32-40.

[21] 尚俊杰曾嘉灵周均奕. 学习科学视角下的数学空间游戏设计与应用研究[J]. 电化教育研究, 2022, 43(07): 63-72. DOI:10.13811/j.cnki.eer.2022.07.009.

[22] 张露, 胡若楠, 曾嘉灵, 等. 学习科学视角的分数游戏设计与应用研究[J]. 中国远程教育, 2022(03): 68-75. DOI:10.13541/j.cnki.chinade.2022.03.005.

[23] 张露, 胡若楠, 曾嘉灵, 等. 如何设计科学、有效、有趣的教育游戏:学习科学跨学科视角下的数学游戏设计研究[J]. 电化教育研究, 2021, 42(10): 70-76. DOI:10.13811/j.cnki.eer.2021.10.010.

[24] 肖睿, 刘千慧, 尚俊杰, 等. 在线教学平台学习者参与方式研究[J]. 中国远程教育, 2021(07): 67-75. DOI:10.13541/j.cnki.chinade.2021.07.008.

[25] 肖睿, 刘千慧, 尚俊杰, 等. 学习者的学习效率评测研究:以“课工场”平台学习者的课程学习为例[J]. 现代教育技术, 2021, 31(01): 62-68.

 

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