Junjie Shang 0001

dblp:32/2622 · DBLP profile ↗
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15ranked-venue papers
4as first author
4since 2021 · last 2026
0000-0001-9560-025XORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Applied, interdisciplinary, general and emerging computing · 15 · 4 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 2 since 2021
YearPublicationVenuePosition
2026 When Cognitive Offloading Masks Authentic Ability: Using GenAI-Driven Metacognitive Feedback to Support Valid Game-Based Assessment
abstract
Mental rotation ability (MRA) is a fundamental cognitive skill linked to success in STEM learning. To assess this ability more effectively, game-based assessment moves beyond traditional paper-based tests by capturing behavioural traces that reveal students’ cognitive processes. However, students often rely on trial-and-error and rapid guessing to offload cognition in game-based contexts, potentially compromising assessment validity. This study introduces a game-based assessment of MRA and addresses the offloading issue by embedding GenAI-driven metacognitive feedback. A Flexmix model identified three game strategy groups; notably, Misguided Executors group relied on trial-and-error and superficial interactions, making gameplay behaviours fail to support valid inferences about their underlying MRA. Transition Network Analysis further showed that metacognitive feedback reduced this inappropriate cognitive offloading by fostering students’ more cautious action sequences and appropriate use of external aids. Together, the findings suggest that GenAI-driven metacognitive feedback can help support more valid inferences in game-based cognitive assessments.
Kejie Shen, Luzhen Tang, Junjie Shang 0001
LAK3
2025 Interpersonal Communication Skills Training Platform for Teachers: Using Generative AI to Simulate Educational Conflict Resolution
abstract
Traditional teacher interpersonal communication training is often limited to face-to-face formats, offering few opportunities for practice and relying on fixed role-play scenarios. Artificial intelligence (AI) presents a solution to these limitations. In this study, we developed a ChatGPT-4.0-based platform for pre-service teachers to practice and enhance their interpersonal communication skills. A total of 29 pre-service teachers par-ticipated in a one-month training program on the platform, where they could repeatedly simulate real-world communication dilemmas and receive iterative feedback from generative AI. The results demonstrated that the training significantly improved the teachers' interpersonal communication skills and teaching efficacy. This study highlights the potential of AI to empower teacher professional development.
Chengze Zeng, Junjie Shang 0001, Xiaomeng Wu
ICALT3
2023 Effects of different embodied scaffoldings on students' spatial abilities in digital game-based learning
Jialing Zeng, John Black, Junjie Shang 0001
ICCE4
2021 Research on the Mode and Application of the Combination of Game-based Learning and Project-based Learning
Wendan Huang, Junjie Shang 0001, Rong Miao
ICCE2
2018 How to Support Fraction Learning with Math Game "Run Fraction": Theory, Design and Application
Junjie Shang 0001, Ruonan Hu, Sijie Ma, Jialing Zeng, Mingze Yuan, Jingang Sun
ICCE1
2018 Values and Design Strategies of Emotional Design in Educational Games
Mingze Yuan, Junjie Shang 0001
ICCE2
2018 A Review of Empirical Studies on Educational Games: 2013-2017
Jialing Zeng, Junjie Shang 0001
ICCE2
2015 Hybrid Game-based Learning Research at English Class of Primary School
Ximei Qu, Junjie Shang 0001
ICCE2
2011 A Case Study of an Academic Achievement-oriented Student in Game-based Learning
abstract
VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a teacher-facilitated constructivist pedagogical approach to empower game-based learning. In combination with scaffolding, situated cognition, reflection, and debriefing, VISOLE aims at providing students with opportunities to acquire subject specific knowledge in a multi-disciplinary fashion and sharpen their higher-order thinking skills for problem solving. Farmtasia is the first online game designed to facilitate the VISOLE approach. We conducted a qualitative case study, in the setting of formal curricular teaching in a secondary school, to look into the course of students' learning in VISOLE. This paper discusses a part of the entire study, focusing on delineating an impeding phenomenon, arbitrary gaming, which emerged in an academic achievement-oriented student's learning process. The findings provided insights into the issue of implementing VISOLE and game-based learning in general in school education.
Morris Siu-Yung Jong, Fong Lok Lee, Jimmy Ho-Man Lee, Junjie Shang 0001
ICALT4
2011 A Case Study of a Gamer-student in Game-based Learning
Morris Siu-Yung Jong, Junjie Shang 0001, Jimmy Ho-Man Lee
ICCE2
2010 The Significance of Emotional Support to Students in Game-based Learning
abstract
VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a teacher-facilitated pedagogical approach to empower game-based learning. In combination with scaffolding, near real-life gaming participation, reflection, and debriefing, VISOLE aims at providing students with opportunities to acquire subject specific knowledge in a multi-disciplinary fashion and sharpen their higher-order thinking skills for problem solving. Farmtasia is the first online game developed based on this approach. We carried out a qualitative case study in Hong Kong for investigating students’ learning process in VISOLE. This paper discuses a part of the entire study, focusing on delineating (1) an impeding phenomenon, unsustainable gaming, which emerged in an “angry” student’s learning process, and (2) how the teacher’s emotional support mitigated this phenomenon. The findings shed light on the enhancement of the current design of VISOLE.
Morris Siu-Yung Jong, Junjie Shang 0001, Fong Lok Lee, Jimmy Ho-Man Lee
ICCE2
2006 VISOLE: A New Game-based Situated Learning Paradigm
abstract
VISOLE (Virtual Interactive Student-Oriented Learning Environment) is a new Game-based Situated Learning Paradigm for Web-based teaching and learning, which aims to help students learn from near real-life experiences and social constructions of knowledge. In this paper, we discuss the theoretical foundation, education paradigm, and technological implementation of VISOLE.
Junjie Shang 0001, Morris Siu-Yung Jong, Fong Lok Lee, Jimmy Ho-Man Lee
ICALT1
2006 An Exploratory Study on Teachers' Perceptions of Game-based Situated Learning
Morris Siu-Yung Jong, Junjie Shang 0001, Fong Lok Lee, Jimmy Ho-Man Lee, Huk-Yuen Law
ICCE2
2006 Using the "Record-Replay" Function for Elaboration of Knowledge in Educational Games
Junjie Shang 0001, Morris Siu-Yung Jong, Fong Lok Lee, Jimmy Ho-Man Lee, Marti K. H. Wong, Eric T. H. Luk, Kevin K. F. Cheung
ICCE1
2005 Design Strategies and Principles in VISOLE
Junjie Shang 0001, Fong Lok Lee, Jimmy Ho-Man Lee
ICCE1