Qinna Feng

Ms. Qinna Feng


Research Focus & Metrics

Academic Career Length

6Years (2021-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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7 August 2022 in Sustainability
Verified
Journal Article
Open access
PDF file
JZjiakai Zhang
jiakai Zhang
GLGege Li
Gege Li
QHQinglin Huang
Qinglin Huang
QFQinna Feng
Qinna Feng
Heng LuoHeng Luo
Heng Luo
With its capacity to support student-centered learning through digital transformation and shared experience, augmented reality (AR) has received increasing attention from both researchers and practitioners as an emerging technology to achieve innovative and sustainable education. Therefore, this study systematically reviewed the literature on the application of augmented reality in K–12 education settings between 2000 and 2020. After two stages of screening, 129 articles were selected, and the key research results were analyzed and integrated by adopting a coding scheme including basic information, instruction contexts, technical features, instructional design, and research results. The results revealed interesting findings regarding the augmented reality literature in terms of publication patterns, application fields, technological affordances, instructional designs, and methods. Furthermore, a meta-analysis was conducted to examine the effectiveness of augmented reality-based instruction, and the results showed a large overall effect size (g = 0.919) with three significant moderators. Finally, the practical significance of AR-based instruction and a future research agenda are discussed.


22 October 2022 in Computers & Education
Verified
Journal Article
Open access
Heng LuoHeng Luo
Heng Luo
YCYing Chen
Ying Chen
TCTianjiao Chen
Tianjiao Chen
TKTiffany A. Koszalka
Tiffany A. Koszalka
QFQinna Feng
Qinna Feng

19 January 2022 in Applied Sciences
Verified
Journal Article
Open access
PDF file
XHXu Han
Xu Han
YCYing Chen
Ying Chen
QFQinna Feng
Qinna Feng
Heng LuoHeng Luo
Heng Luo
This study presents a systematic review of literature on the application of augmented reality (AR) in professional training contexts published between 2001 and 2020. A total of 49 articles were selected after a two-stage screening process, and key research findings were analyzed and synthesized using a coding scheme comprising five inter-related aspects: basic information, instructional contexts, technology features, instructional design, and research results. The review results depict the trend patterns in AR-supported professional training in terms of publication, research paradigm, and technological affordances, and report the contextual differences in AR pedagogies and instructional functions over time. Furthermore, a meta-analysis was conducted in the present study to examine the overall effectiveness of AR application in professional training, with the results indicating an overall small effect size (g = 0.268) and nine significant moderating factors. Informed by the review and meta-analysis results, a set of implications for facilitating and investigating AR-supported professional training are proposed and discussed.

TCTianjiao Chen
Tianjiao Chen
Heng LuoHeng Luo
Heng Luo
QFQinna Feng
Qinna Feng
GLGege Li
Gege Li
This study explored the relationship between technology acceptance and learning satisfaction in the context of blended learning, with a particular focus on the mediating effects of online behaviors, emotional experience, social belonging, and higher-order thinking. A total of 110 Chinese university students participated in this study and completed a questionnaire at the end of 11 weeks of blended learning. The results demonstrate that technology acceptance directly and indirectly relates to blended learning satisfaction. The mediation analysis further revealed two significant mediating pathways from technology acceptance to blended learning satisfaction: one through higher-order thinking, and the other through serial mediation of emotional experience, social belonging, and higher-order thinking. Moreover, there was no significant mediating effect of online learning behaviors on blended learning satisfaction. Based on these results, we have proposed practical implications for improving blended learning practice to promote learner satisfaction. These results contribute to our understanding of blended learning as an integrated construct under the triadic interplay of technical environment, learning behaviors, and individual perceptions.

5 March 2024 in Applied Sciences
Verified
Journal Article
Open access
PDF file
QFQinna Feng
Qinna Feng
Heng LuoHeng Luo
Heng Luo
ZLZijian Li
Zijian Li
JLJiarong Liang
Jiarong Liang
GLGege Li
Gege Li
YYYan Yi
Yan Yi
The last decade has witnessed the rapid development of immersive virtual reality (IVR) and its application in various contexts. However, its application in supporting real-time virtual collaboration has been quite rare due to technical barriers and the lack of validated design principles. To address this research gap, this study designed and developed an IVR space to enable multiuser synchronous co-located collaboration to complete a fantasy game. An evaluation study (N = 95) was conducted to explore its useful design considerations and the influencing factors for collaboration experience in the game. The IVR space was enabled by the simultaneous localization and mapping (SLAM)-based inside-out tracking technique and was informed by four essential design considerations for promoting effective collaboration in IVR, namely, the role script, learning task, collaboration mechanism, and communication design. The study results revealed that students in general were satisfied with their collaboration experience in IVR, with social presence and collaboration competency as significant predictors of collective efficacy and social experience. Based on both quantitative and qualitative results, this study proposes four validated principles for designing effective IVR spaces to support synchronous co-located collaboration.