EDBT 2026 Demo / reviewers in the wild / expert
Huei-Tse Hou
dblp:19/4168
· DBLP profile ↗
43ranked-venue papers
8as first author
9since 2021 · last 2024
0000-0003-1783-8830ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Applied, interdisciplinary, general and emerging computing · 41 · 8 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-authorArtificial intelligence and machine learning · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | An Online MMORPG Card Game Based on Multi-Dimensional Scaffolding to Develop Reading Comprehension and Contextual Problem-Solving SkillsabstractThis study designed an online massively multiple online role-playing card game that integrates a multi-dimensional scaffolding framework. The learning goal is to develop students' reading comprehension and contextual problem-solving skills. The game components include task cards (contextual problem-solving texts) and knowledge cards (corresponding to the learning content of the task cards). Students first need to read and analyze the text and learning information of the task cards and match the correct knowledge cards within a limited time. Multi-dimensional scaffolding provides students with three different dimensional clues in the game to help students complete the game tasks. Preliminary experimental results showed that students have a high degree of flow in this game activity. They think the game is easy to operate and will not cause excessive anxiety. Cheng-Tai Li, Chou-Pai Yeoh, Hung-Yu Chan, Yun-Chien Chung, Yu-Jen Lin, Min-Hsiong Hong, Cheng-Yuan Wei, Huei-Tse Hou |
ICCE | 9 |
| 2024 | Online Educational Game for Interior Design with Design Thinking Process and Multidimensional ScaffoldingabstractModern interior design relies on design thinking to tackle complex ethical, environmental, and technological challenges with strategic and innovative solutions. While design thinking is widely valued in interior design education, instructors often find it difficult to teach, and students struggle to grasp and apply these concepts effectively. Research indicates that educational games can improve learners' understanding and application of design thinking, especially for complex problem-solving and learning transfer. This study introduces a game-based learning approach within interior design context, using multidimensional scaffolding and techniques like Empathy Map and Floor Plan to build design thinking competency. Players role-play as novice interior designers, interacting with NPCs to gather information and guidance (scaffolding) to complete game missions. Flow and anxiety levels were measured among 15 participants, showing high flow scores and low anxiety. Preliminary findings suggest this game-based approach is an effective tool for interior design education. Chou-Pai Yeoh, Huei-Tse Hou |
ICCE | 2 |
| 2023 | A Preliminary Evaluation of Using Realistic Virtual Space in Designing Gamification Training Activities for Museum InterpretersabstractIn the digital age, the job roles and skills required of modern museum professionals have changed significantly, and many museums have begun to apply digital technology to the training of museum professionals. In this study, we sought to address the shortcomings of traditional training methods by designing a museum gamification training activity to enable learners to develop their museum skills in a highly simulated virtual space. Preliminary results indicate that the gamification of the interpreter training was able to provide learners with flow and learning motivation and that the learners were highly receptive to the training activities and highly appreciated the use of the simulated virtual space to help them learn museum interpretation. Huei-Tse Hou, Shen-Yang Ni, Shu-Wei Liu |
ICCE | 1 |
| 2023 | Development of a Music Educational Board Game with Mobile Device: Learning Musical Theory and Emotional perception through GameplayabstractMusic appreciation is one of the most important courses in arts education. In this study, we designed a music education board game "Soul Mate" with mobile devices, which provided learners with multiple representations learning context. In the game, learners scan the QR codes on the cards with their mobile devices to listen to the music. Through the process of listening experience, learning experience and observing interaction, learners can make judgment, understand their own emotional perception of listening to music, and learn about music theory. Preliminary results indicate that gamified learning is effective in enhancing learners' learning outcomes and is able to maintain learners' flow and keep them engaged in learning. Song-Zhu Xiao, Chih-Chen Kuo, Huei-Tse Hou |
ICCE | 3 |
| 2023 | Design and Preliminary Evaluation of an Educational Board Game on Urban Culture and History with Mobile Conceptual ScaffoldingabstractWith the development of urbanization, local towns are at risk of losing their local culture as a result of out-migration. Local literature and history education is limited by time and teachers’ qualifications. In this study, we designed a board game “Walking on Puzi Street” to assist students’ learn local history and culture by combining scaffolding on the cards with the mobile conceptual scaffolding provided from the mobile app. Learners take on the role of a tour guide, leading travelers on a tour of the town of Puzi in Taiwan. The preliminary study investigated participants’ flow, acceptance and sense of place. The results showed that the game mechanism can engage learners in the game, facilitate local literature and history learning, and bring them sense of interest in the place. Also, high rates of learners used mobile scaffolding. Hau-An Yu, Chih-Chen Kuo, Huei-Tse Hou |
ICCE | 3 |
| 2022 | The Development and Preliminary Evaluation of a Mobile Game for Pattern Recognition Learning
Chi-Yu Chao, Huei-Tse Hou |
ICCE | 3 |
| 2022 | The Development and Preliminary Evaluation of an Educational Game for Online Flight Reservation Services That Involves Real Person-NPCs
Yen-Ting Ho, Chih-Chen Kuo, Huei-Tse Hou |
ICCE | 3 |
| 2022 | Design of an Online Educational Board Game for Membrane Technology Learning
Jui-Jong Wang, Min-Hsiang Hung, Jia-Yi Yan, Jo-Chi Yang, Chang-Wei Fan, Wan-Ting Yu, Cai-Syuan Sung, Wei-Song Hung, Huei-Tse Hou |
ICCE | 9 |
| 2021 | The Development and Evaluation of an Online Educational Game Integrated with Real Person-NPC mechanism for History Learning
Shu-Wei Liu, Hung-Yu Chan, Huei-Tse Hou |
ICCE | 3 |
| 2020 | Development and Evaluation of a Computer Supported Collaborative Learning Tool for Teaching Activities Using Educational Board Games
Huei-Tse Hou |
ICCE | 2 |
| 2020 | Exploring the Effects of Card Game-Based Gamification Instructional Activity on Learners' Flow Experience, Learning Anxiety, and Performance- A Preliminary Study
Shu-Ming Wang, Huei-Tse Hou, Hao-Yun Hsu, Cheng-Tai Li |
ICCE | 3 |
| 2019 | Designing and evaluating a mobile educational game "Void Broken 2.0" for history instructionabstractThis study adopted Theory of Cognitive Development in the design of an educational game for Chinese history learning, Void Broken 2.0© . An empirical study was conducted to explore whether this game can help students improve their history learning performance and have good evaluation results. Sixty-six high school students (24 boys and 42 girls) participated in this study with an average of 16.26 years old. The results showed that the student's history learning performance improved significantly after playing the game and the mean scores of game evaluation in all dimensions were above the median. Although male students perceived the game as more useful and easier to use compared to female students, the history learning performance and the evaluation of the game elements showed no significant of gender differences. Yi-Shiuan Chou, Huei-Tse Hou, Chien-Lun Su, Kuo-En Chang |
ICCE | 2 |
| 2018 | The Development and Preliminary Evaluation of a Chemistry Educational Virtual Reality Game with Authentic Manipulation and Situated Learning
Chih-Chen Kuo, Shu-Ming Wang, Kuang-Chung Hao, Chang-Hsin Wu, Huei-Tse Hou |
ICCE | 5 |
| 2018 | The Development and Evaluation of an Educational Board Game Integrated with Augmented Reality, Role-Playing, and Situated Cases for Anti-Drug Education
Cheng-Tai Li, Su-Han Keng, You-Yun Li, Ying-Sang Fang, Huei-Tse Hou |
ICCE | 5 |
| 2017 | An Augmented Reality Educational Board Game with Situated Learning and Scaffolding Teaching Strategy for Environmental Protection Issue
Cheng-Tai Li, Po-Yen Wang, Kuan-Ting Chen, Chih-Chen Kuo, Huei-Tse Hou |
ICCE | 5 |
| 2017 | Designing a 3D Educational Game Integrated with Situated Learning and Multiple Scaffolding for Organic Chemistry Learning
Cheng-Tai Li, Jia-Wei Yan, Huei-Tse Hou |
ICCE | 3 |
| 2017 | A science history educational board game with augmented reality integrating collaborative problem solving and scaffolding strategies
Shu-Ming Wang, Kuan-Ting Chen, Huei-Tse Hou, Cheng-Tai Li |
ICCE | 3 |
| 2017 | The Development and Preliminary Evaluation of a Street View-based Educational Game - "Guarding Ka-lah-a©"
Shu-Ming Wang, Hau-Yun Hsu, Su-Han Keng, Huei-Tse Hou |
ICCE | 4 |
| 2015 | The Game-based Learning Activity Integrating Board Game and Mobile Online Searching Tasks for History Learning
Huei-Tse Hou, Yi-Hui Lin |
ICCE | 1 |
| 2015 | A Preliminary Creative Process Exploration of Learners' Behavioral Patterns in a Collaborative Green Building Design Learning Activity Using Minecraft
Shu-Ming Wang, Huei-Tse Hou, Shu-Ping Chang |
ICCE | 2 |
| 2015 | A Study of Users' Reactions to a Mixed Online Discussion Model: A Lag Sequential Analysis ApproachabstractThere is an increasing growth of Social Network Services (SNSs). A variety of SNSs are applied in online interpersonal platforms. Among them, asynchronous and synchronous discussions are widely examined. However, there is a lack of research into the effects of integrated discussion services that combines asynchronous and synchronous discussions. Thus, the study investigates users’ performances and behavior patterns in a mixed discussion model that integrates asynchronous and synchronous discussions with a lag sequential analysis. The results showed that most groups chose to adopt the mixed discussion model (i.e., using both synchronous and asynchronous discussions), and only one group totally adopted the asynchronous discussion model. The study further analyzed the learners’ learning effectiveness and behavioral patterns, and the results indicated that the groups using the mixed model had a positive performance to a certain extent in terms of learning effectiveness and knowledge construction. In addition, users with the mixed discussion model demonstrated diverse behaviors, which were more complex than that of those with a single-way discussion model. Furthermore, regarding the groups using “balanced synchronous and asynchronous discussions” and the groups “mainly using synchronous discussion supplemented by less asynchronous discussion” in the mixed model (simultaneously using synchronous and asynchronous discussions), those users who mainly used synchronous discussion supplemented by asynchronous discussion had more diverse behaviors of knowledge construction. Sheng-Yi Wu, Sherry Y. Chen, Huei-Tse Hou |
Int. J. Hum. Comput. Interact. | 3 |
| 2014 | Exploring Learners' Cognitive Processing Behavioral Patterns of a Collaborative Creativity Project Using Facebook to Support the Online DiscussionabstractTo better understand the collaborative creativity, this paper employed a project-based creativity learning activity incorporating Facebook to support learner's online discussion. Revised Bloom's Taxonomy was used as the coding scheme to analyze the cognitive processes exhibited in learners' online discussion of a collaborative creativity project. This study employed Quantitative Content Analysis (QCA) and Lag Sequential Analysis (LSA) to delineate the content structure and behavioral patterns of learners during the online discussion. Based on the results, the advantages and suggestions of using Facebook to support creativity learning were proposed. Moreover, results of this study are expected to serve as guidance for subsequent collaborative creativity research. Shu-Ming Wang, Huei-Tse Hou |
ICALT | 2 |
| 2014 | Code Book©- The development of an adventure action game for history instruction and the evaluation of flow state, learning performance and gender difference
Hao-Wei Chen, Huei-Tse Hou, Yi-Shiuan Chou |
ICCE | 2 |
| 2014 | The Development and Evaluation of an Educational Game- Shimmer© with Computer Visualization for Optics Learning
Huei-Tse Hou, Shu-Ming Wang, Hsin-Hung Yu, Shie-He Liu |
ICCE | 1 |
| 2014 | Development and Preliminary Evaluation of a Knowledge Management-based Online Teacher Community Platform for Science Fair Instruction: A Cluster Analysis
Chiu-Ming Hu, Chao-Shen Cheng, Li-Jen Wang, Huei-Tse Hou, Yi-Chun Kuo, Cheng Teng Yao, Ying-Tien Wu |
ICCE | 4 |
| 2013 | The Development and Evaluation of a 3D Simulation Game for Chemistry Learning: Exploration of Learners' Flow, Acceptance, and Sense of Directions
Huei-Tse Hou, Shu-Ming Wang, De-Shin Tsai |
ICCE | 1 |
| 2013 | The development of a role-playing game for history instruction and the evaluation of flow state and learning performance
Han-Ya Hsu, Yi-Shiuan Chou, Huei-Tse Hou |
ICCE | 3 |
| 2012 | Discussion Models in Seamless Online Learning Integrated Discussion (SOLID) Environment: Selection vs. PerformanceabstractSynchronous discussion and asynchronous discussion have different advantages and disadvantages. However, it is unclear how students react to these two models. Thus, we developed a learning environment that combines these two models, and then examined how students selected them. The findings show that students selected different models at different discussion stages. Additionally, the mixed discussion model, which combines synchronous and asynchronous models, can achieve better performance in discussion, regardless of the types of discussion activity. Sheng-Yi Wu, Huei-Tse Hou, Sherry Y. Chen, Eric Zhi-Feng Liu, Wu-Yuin Hwang |
ICALT | 2 |
| 2012 | Exploring the Technology Acceptance and Flow State of a Chamber Escape Game - Escape the Lab© for Learning Electromagnet Concept
Huei-Tse Hou, Yi-Shiuan Chou |
ICCE | 1 |
| 2012 | Evaluation of pre-service teachers' technology acceptance of a mobile social networking App for teachers' professional development
Chi-Yen Li, Huei-Tse Hou, Kuo-En Chang |
ICCE | 2 |
| 2012 | Exploring Learners' Problem-Solving Behaviors in an Educational Game for Computer Assembly Instruction: A Preliminary Study
Ming-Chaun Li, Huei-Tse Hou, Yi-Syuan Wu, Yi-Shiuan Chou |
ICCE | 2 |
| 2012 | Exploring the effect of incorporating Facebook with project based learning activity on learners' creativity - A preliminary investigation
Shu-Ming Wang, Huei-Tse Hou |
ICCE | 2 |
| 2012 | Developing an Online Map Mind-tool to Help College Students Learn Socio-Scientific Issues: An Example of Disaster Prevention Knowledge
Yi-Xuan Wu, Huei-Tse Hou, Kuo-En Chang |
ICCE | 2 |
| 2011 | The Implementation and Evaluation of Training Course for Chinese as Second Language Teachers' e-Learning Capacity
Shu-Ping Chang, Huei-Tse Hou, Kuo-En Chang, Yao-Ting Sung |
ICCE | 2 |
| 2011 | Designing a Digital Adventure Game Integrating Instant Feedbacks with Simulation Manipulation to Promote Learners' Knowledge of Computer Hardware
Huei-Tse Hou, Yi-Shiuan Chou |
ICCE | 1 |
| 2011 | Analyzing the Dimensions of Social Knowledge Construction of a Socio-scientific Issue Instructional Activity under an Online Collaborative Discussion Environment: A Preliminary Quantitative Content Analysis
Huei-Tse Hou, Jui-Chu Lin |
ICCE | 1 |
| 2011 | Investigating 3rd Graders' Behavioral Patterns of Playing an Educational Game for Learning Light and Shadow
Chung-Yuan Hsu, Huei-Tse Hou |
ICCE | 2 |
| 2011 | Save the forests: A pilot study of a role-playing game for environmental education
Ming-Chaun Li, Huei-Tse Hou, Yi-En Kuo, Kai-Hsiang Yu, Cheng-Han Yang |
ICCE | 2 |
| 2011 | Analyzing Knowledge Construction Behavior of a Project Based Online Discussion Instructional Activity Using Facebook - An Example of Art Course of Adult and Continuing Education
Peng-Chun Lin, Huei-Tse Hou, Kuo-En Chang, Shu-Ming Wang |
ICCE | 2 |
| 2011 | Designing a web-based drill game to improve learners' resources classification abilities: A case study
Yi-Chun Lin, Ya-Hui Hsieh, Huei-Tse Hou, Yu-Shan Yen, Yi-Shiuan Chou |
ICCE | 3 |
| 2010 | Applying a Three-Dimensional Computer Game to Facilitate Learners' Using a Compass to Solve Orientation Problems: A Case Study
Chung-Yuan Hsu, Huei-Tse Hou |
ICCE | 2 |
| 2007 | Analysis of Time-Management Pattern of Interactive Behaviors during Online Project-Based LearningabstractThis study aims to explore the time-management patterns of learners' interactive behaviors during online project-based learning (PBL) from an empirical observation without teachers' interception. According to the derived pattern, the study found how learners allocated their time and how these interactive activities influence learners to allocate their time more appropriately. Finally, we also gave some suggestions for teachers' interception and guidance for promoting the quality of students' projects. Huei-Tse Hou, Kuo-En Chang, Yao-Ting Sung |
ICALT | 1 |
| 1999 | Boundary-based corner detection using eigenvalues of covariance matrices
Du-Ming Tsai, Huei-Tse Hou, H.-J. Su |
Pattern Recognit. Lett. | 2 |