Chien-Hung Lai

Prof. Chien-Hung Lai

Chung Yuan Christian University
orcid

Research Focus & Metrics

Academic Career Length

16Years (2011-Present)

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

Representative Publications

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20 January 2022 in Sustainability
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Journal Article
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SHShin-Jia Ho
Shin-Jia Ho
YHYU-SHAN HSU
YU-SHAN HSU
Chien-Hung LaiChien-Hung Lai
Chien-Hung Lai
FCFong-Han Chen
Fong-Han Chen
Ming-Hour YangMing-Hour Yang
Ming-Hour Yang
To promote the United Nations’ Sustainable Development Goals (SDGs), public awareness of the importance and urgency of sustainable development should be raised by providing relevant education programs. Although game-based learning has been confirmed to be one of the most effective routes to deepen public understanding of the SDGs and sustainable development in general, games for comprehensive sustainable development-based courses have yet to be popularized. Thus, we developed a game-based learning approach that delivers comprehensive conceptual information on SDGs. Based on Kolb’s theory of experiential learning, students understood the relevance of the SDGs by playing a board game designed to simulate the real world, including national and international policies. Furthermore, considering the suspension of in-person learning and shifts to digital instruction caused by the ongoing COVID-19 pandemic, a digital version of the board game was created to compare the effects of digital and non-digital game-based learning. A comprehensive sustainable development evaluation questionnaire was developed and optimized using the fuzzy Delphi method to assess the participants’ knowledge of and attitudes toward the SDGs. Our results reveal that the digital and non-digital board game both improve students’ knowledge and attitude toward sustainable development. However, the digital board game was more effective than the non-digital board game.

1 March 2014 in Computers in Human Behavior
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Journal Article
Closed access
BJBin-Shyan Jong
Bin-Shyan Jong
Chien-Hung LaiChien-Hung Lai
Chien-Hung Lai
YHYen-Teh Hsia
Yen-Teh Hsia
TLTsong-Wuu Lin
Tsong-Wuu Lin
YLYu-Syuan Liao
Yu-Syuan Liao

18 July 2012 in IEEE Transactions on Education
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Journal Article
Closed access
BJBin-Shyan Jong
Bin-Shyan Jong
Chien-Hung LaiChien-Hung Lai
Chien-Hung Lai
YHYen-Teh Hsia
Yen-Teh Hsia
TLTsong-Wuu Lin
Tsong-Wuu Lin
CLCheng-Yu Lu
Cheng-Yu Lu
Many researchers have studied the use of game-based learning. Game-based learning takes many forms, including virtual reality, role playing, and performing tasks. For students to learn specific course content, it is important that the selected game be suited to the course. Thus far, no studies have investigated the use of game-based cooperative learning in an operating systems course. For this study, an online game was developed to enable students to learn cooperatively. The findings indicate that students' desire to win the game motivates them to learn from online course materials before they play, which in turn can enable them to achieve better learning outcomes.

11 October 2012 in IEEE Transactions on Education
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Journal Article
Closed access
BJBin-Shyan Jong
Bin-Shyan Jong
Chien-Hung LaiChien-Hung Lai
Chien-Hung Lai
YHYen-Teh Hsia
Yen-Teh Hsia
TLTsong-Wuu Lin
Tsong-Wuu Lin
When students learn collaboratively, they generally learn better when they complement one another in knowledge. Both cooperative and collaborative learning strategies involve group discussions. However, when group members meet face to face, they may be influenced by interpersonal relationships and peer pressure, which can cause group members to interact in less desirable ways. The purpose of this study is to investigate whether peers engaged in group discussions for the purpose of collaborative learning interact differently in face-to-face or anonymous conditions. The study examines how peers assess one another, to identify group interaction patterns. Different interaction patterns may result in different learning achievements, and this study shows that anonymous group discussions tend to generate better results.

12 February 2025 in Applied Sciences
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Open access
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Chien-Hung LaiChien-Hung Lai
Chien-Hung Lai
CLCheng-Yueh Lin
Cheng-Yueh Lin
With the rapid development of generative AI technology, programming learning aids have become essential resources for enhancing students’ programming capabilities. This study developed an intelligent tutoring system, ITS-CAL, powered by a large language model (LLM) to provide students with immediate and hierarchical learning feedback, particularly in scenarios with limited class time and large student populations. The system helps students overcome challenges encountered during the learning process. A mixed-method approach, combining quantitative and qualitative analyses, was employed to investigate the usage patterns of the system’s three primary functions—Hint, Debug, and User-defined Question—and their impact on learning outcomes among students with varying knowledge levels. The results indicated that students with high knowledge levels tended to use the Hint and User-defined Question functions moderately, while those with lower knowledge levels heavily relied on the Hint function but did not achieve significant improvements in learning outcomes. Overall, students who used ITS-CAL in moderation achieved the highest pass rate (72.22%), whereas excessive reliance on ITS-CAL appeared to diminish independent problem-solving abilities. Additionally, students generally provided positive feedback on the system’s convenience and its role as a learning aid. However, they highlighted areas for improvement, particularly in the Debug function and the quality of Hint content. This study contributes to the field by demonstrating the application potential of LLMs in programming education and offering valuable empirical insights for designing future programming learning assistance systems.

12 June 2025 in Information
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Journal Article
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Chien-Hung LaiChien-Hung Lai
Chien-Hung Lai
PHPo-Yi Hu
Po-Yi Hu
This study conducts a comprehensive literature review to explore the potential and challenges of integrating game-based learning (GBL) into formal history education. Given the increasing interest in the educational value of games, this review systematically examines academic research published over the past fifteen years. The analysis focuses on two major themes: (1) the development and theoretical underpinnings of history-related game-based learning, and (2) the difficulties encountered when implementing GBL in formal education systems, including issues related to curriculum alignment, teacher readiness, and instructional assessment. Drawing on 118 selected high-impact publications, this review identifies both the pedagogical benefits and the structural limitations of using historical games in the classroom. The findings highlight that while game-based learning holds promise in improving students’ engagement, motivation, and understanding of historical content, its practical implementation requires careful instructional design, sufficient resources, and alignment with national educational standards. This review concludes by proposing a set of strategic recommendations to guide future integration efforts of GBL into history education. As a literature review, this study does not involve empirical data collection but rather synthesizes existing research findings to inform educational practice and future inquiry.