Shuxia Yang

Dr. Shuxia Yang


Research Focus & Metrics

Academic Career Length

9Years (2018-Present)

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

Representative Publications

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27 April 2018 in Journal of Chemical Education
Verified
Journal Article
Closed access
SYShuxia Yang
Shuxia Yang
BMBing Mei
Bing Mei
XYXiaoyu Yue
Xiaoyu Yue

8 August 2019 in Sustainability
Verified
Journal Article
Open access
PDF file
BMBing Mei
Bing Mei
SYShuxia Yang
Shuxia Yang
In the educational context, there currently emerges a growing research interest in using mobile augmented reality (AR) and the gamification concept to promote environmental education (EE). However, to date, scant attention has been paid to practically linking this approach to formal curricula at the tertiary level in China. Given the situation, we designed a geolocation-based mobile AR scavenger hunt to explore students’ perception of embedding technology-enhanced and gamified EE in their language learning process. Ninety-eight first-year students, majoring in English at a Chinese university, were invited to participate in this study. In this game, students need to find the answers to 24 environment-themed questions phrased in English. Guided by prior technology acceptance research, we employed a mixed methods approach to capture participants’ experience and perception of the process. The results show that this approach was positively perceived among the participants, for it could not only enrich their language learning experience but also promote their awareness of the environment. The findings offer insights into how EE can be purposefully integrated with tertiary education by leveraging current technological and pedagogical innovations.

4 February 2021 in Frontiers in Psychology
Verified
Journal Article
Open access
PDF file
BMBing Mei
Bing Mei
SYShuxia Yang
Shuxia Yang
Given the rapid growth of music technology, this study reports Chinese pre-service music teachers’ perceptions of musical instrument learning assisted by augmented reality (AR). In this study, we conducted a small-scale case study with six pre-service teachers enrolled in a music teacher training programme at a comprehensive university in China. Participants engaged in semi-structured, face-to-face interviews after hands-on experiences with an AR-based piano learning app. Thematic analysis revealed that the participants were generally aware of the potential of this instructional approach but doubted its efficacy and exhibited weak intention to adopt it in their future classrooms. Implications of the findings for music teacher training are discussed.

12 March 2018 in Journal of Education for Teaching
Verified
Journal Article
Closed access
SYShuxia Yang
Shuxia Yang
BMBing Mei
Bing Mei
The case study aimed to provide a deeper understanding of learners’ perception and experience of using augmented reality (AR) for language learning. Seven university students were recruited in this study, and they were provided access to an AR-based stroke-by-stroke animation guide for learning Japanese orthography with their own mobile computing devices. Data were collected through semi-structured interviews and direct observations. Subsequent thematic analysis showed that, overall, learners had positive perception and attitude towards the immersive language learning experience afforded by the AR programme. However, challenges pertinent to technology and user experience were also revealed. The findings accentuate the role of teachers in the implementation process and point out possible directions for more effective uptake of AR in this field.

15 July 2021 in Sustainability
Verified
Journal Article
Open access
PDF file
JCJuan Chen
Juan Chen
SYShuxia Yang
Shuxia Yang
BMBing Mei
Bing Mei
Despite considerable discussion on the benefits of digital educational games, empirical research on their effectiveness in primary schools in China is limited. This case study aimed to promote the sustainable development of digital educational games in primary schools in China by examining the effect of digital educational games on primary school students’ vocabulary acquisition and ascertaining their perceptions and attitudes toward this approach. Given the purposes of this study, an embedded mixed methods research design was employed. Two Grade 4 classes at a Chinese primary school were recruited in this study. During the quasi-experiment, the experimental class (n = 50) was provided with educational game software, Quizlet, while the control class (n = 50) was taught through a traditional teaching method. The results show that integrating educational games into language education in the primary schools was effective in improving students’ vocabulary acquisition. This study makes a case for further research of digital educational games in language classrooms at a primary level in China. Implications are made regarding the future sustainable implementation of digital educational games in primary schools in China.

2 December 2024 in Names
Verified
Journal Article
Open access
PDF file
SYShuxia Yang
Shuxia Yang
BMBing Mei
Bing Mei
HXHongyu Xu
Hongyu Xu
YWYing Wei
Ying Wei
PXPeipei Xiong
Peipei Xiong
The common narrow lane in ancient cities of North China, the hutong, has long been of interest to scholars. However, the limited onomastic research on hutong names is mostly confined to Beijing, leaving the toponymic landscape of other well-known ancient cities underexplored. In view of this gap, this study, based on 67 hutong names and 201 non-hutong names of Kaifeng, explores the phonetic, morphological, and semantic features of these hodonyms. It is our hope that the findings of this study will improve public awareness of toponyms and provide references for toponymic research in China.