Rui Wang

Dr. Rui Wang

orcid

Research Focus & Metrics

Academic Career Length

19Years (2008-Present)

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

Representative Publications

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1 May 2020 in Automation in Construction
Verified
Journal Article
Closed access
RWRui Wang
Rui Wang
RLRussell Lowe
Russell Lowe
SNSidney Newton
Sidney Newton
TKTuba Kocaturk
Tuba Kocaturk

7 July 2025 in Electronics
Verified
Journal Article
Open access
PDF file
Xuemei JiangXuemei Jiang
Xuemei Jiang
RWRui Wang
Rui Wang
THThuong Hoang
Thuong Hoang
CRChathurika Ranaweera
Chathurika Ranaweera
CDChengzu Dong
Chengzu Dong
TMTrina Myers
Trina Myers
Gamification has the potential to significantly enhance student engagement and motivation in educational contexts. However, there is a lack of empirical research that compares different guiding strategies between AI-driven gamified and non-gamified modes in virtual learning environments to scaffold language learning. This paper presents an empirical study that examines the impact of AI-driven gamification and learning strategies on the learning experience and outcomes in virtual environments for English-language learners. A gamified English learning prototype was designed and developed. A between-group experiment was established to compare different gamified scaffolding groups: a traditional linear group (storytelling), an AI-driven gamified linear group (task-based learning), and a gamified exploration group (self-regulated learning). One hundred students learning English as a second language participated in this study, and their learning conditions were evaluated across three dimensions: engagement, performance, and experience. The results suggest that traditional learning methods may not be as effective as the other two approaches; there may be other factors beyond in-game interaction and engagement time that influence learning and engagement. Moreover, the results show that different gamified learning modes are not the key factor affecting language learning. The research presents guidelines that can be applied when gamification and AI are utilised in virtual learning environments.

7 April 2020 in Concurrency and Computation: Practice and Experience
Verified
Journal Article
Closed access
PDF file
NSNajmeh Samadiani
Najmeh Samadiani
GHGuangyan Huang
Guangyan Huang
WLWei Luo
Wei Luo
CCChi‐Hung Chi
Chi‐Hung Chi
YSYanfeng Shu
Yanfeng Shu
TKTuba Kocaturk
Tuba Kocaturk

27 November 2015 in Archnet-IJAR: International Journal of Architectural Research
Verified
Journal Article
Open access
PDF file
RWRui Wang
Rui Wang
SNSidney Newton
Sidney Newton
RLRussell Lowe
Russell Lowe
There is a long-held sense in general that the increasing use of computers and digital technology changes how a user experiences and learns about the world, not always for the better. This paper reports on a longitudinal study of 245 architecture and construction students over a two year period which examines the impact that virtual reality technologies have on the learning style preferences of students. A series of controlled experiments tests for the impact that increasing exposure to a proprietary virtual reality system has on the mode of learning and learning style preferences of individuals and particular cohorts. The results confirm that when virtual reality applications are used in teaching and learning, the learning behaviours will favour a more concrete experiential mode of learning and a preference for the Accommodator learning style. However, the results also demonstrate, consistently and for the first time, individual students do not privilege any particular mode of learning or learning style preference to any significant extent but rather engage in all modes and represent all learning styles. Novel visualisation techniques are introduced to examine and discuss this contrast.

1 January 2017 in Procedia Engineering
Verified
Journal Article
Open access
JMJules Moloney
Jules Moloney
Anastasia GlobaAnastasia Globa
Anastasia Globa
RWRui Wang
Rui Wang
ARAstrid Roetzel
Astrid Roetzel

21 October 2019 in Architectural Science Review
Verified
Journal Article
Closed access
JMJ. Moloney
J. Moloney
Anastasia GlobaAnastasia Globa
Anastasia Globa
RWRui Wang
Rui Wang
CKChin Koi Khoo
Chin Koi Khoo
The implementation of two pre-occupancy evaluation tools (P-OET) demonstrating the feasibility of using mixed reality are documented. The focus is on the early design stages, where relative merits of distinct options are being considered. For proof-of-concept, a simple architectural design context was used – the simulation of a typical commercial office environment. Four principles underpin the specification of a Virtual Reality (VR) prototype: (1) quasi-realistic graphics and low geometry models; (2) a multi-sensory approach (3) the capacity to evaluate changes in temporal context (4) evaluation via a task-based approach, combined with voice recordings and activity tracking. The second prototype uses Augmented Reality (AR) technology to compare design options where interactive virtual models appear on a conference table. Evaluation of the prototype applications is discussed: VR POET proved highly feasible and demonstrated the effectiveness of the four principles above; AR POET showed potential but is constrained by the functionality of available hardware.