Scholarly Books, Monographs and Chapters Steven Kwan Keung Ng, Tiffany Shurui Bai, Noble Po Kan Lo, Anna Wing Bo Tso, Wendy Wing Lam Chan (2025). Transcending boundaries in the digital age. Springer. https://doi.org/10.1007/978-981-96-2921-3SDGs infomation: 4 - Quality Education Tiffany Shurui Bai, Yingxue Liu, Yue Qiu (2023). Evaluation of good practices of using rewards in online classrooms based on the five principles of motivation. Springer. https://doi.org/10.1007/978-981-99-7559-4_8SDGs infomation: 4 - Quality Education Anna Wing Bo TSO, Wendy Wing Lam CHAN, Steven Kwan Keung NG, Tiffany Shurui BAI, Noble Po Kan LO (2023). Critical reflections on ICT and education: Selected papers from the HKAECT 2023 International Conference. Hong Kong: Springer. https://doi.org/10.1007/978-981-99-7559-4 Tso, A. W. B., NG, S. K. K., Law, L., & BAI, T. S. (2023). The Post-pandemic Landscape of Education and Beyond: Innovation and Transformation Selected Papers from the HKAECT 2022 International Conference.
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Journal Publications Cheng, M., Lai, X., Zeng, W., Bai, S., Duan, C., & Sun, D. (2026). Unlocking the power of gamification in K-12 STEM education: A meta-analysis of the effects on domain knowledge, higher-order thinking, and affective outcomes. Educational Psychology Review, 38, Article 60. https://doi.org/10.1007/s10648-026-10148-1SDGs infomation: 4 - Quality Education Zamzami Zainuddin, Michael Sailer, Shurui Bai, Madziatul Churiyah, Agung Winarno (2026). Quiz-based inquiry: Embedding incrementally sequenced questions to enhance engagement and learning in synchronous online lectures. Educational Technology Research and Development. https://doi.org/10.1007/s11423-026-10614-1SDGs infomation: 4 - Quality Education Shurui Bai, Siu Sze Yeung, Chung Kwan Lo (2026). Enhancing the effect of AI-assisted learning: The use of scaffolding strategies to develop students’ prompt engineering skills. Interactive Learning Environments. https://doi.org/10.1080/10494820.2026.2649547SDGs infomation: 4 - Quality Education Amadeus J Pickal, Matthias Stadler, Michael Sailer, Shurui Bai, Manuel Ninaus, Samuel Greif, Nicolas Becker, Marco Koch (2026). The winner takes it all: Effects of leaderboard-based feedback on cognitive performance and motivation. Learning and Individual Differences, 126, Article 102836. https://doi.org/10.1016/j.lindif.2025.102836SDGs infomation: 4 - Quality Education, 10 - Reduced Inequality Shurui Bai, Yingxue Liu, Khe Foon Hew, Michael Sailer, Ya Xiao (2026). Effects of reward strategies in gamified learning on academic performance: A systematic review. Educational Research Review, 50, Article 100766. https://doi.org/10.1016/j.edurev.2026.100766SDGs infomation: 4 - Quality Education Shurui Bai, Chen Yang, Amadeus J. Pickal, Yingxue Liu, Melissa D. Özsoy, Yin Yang, Shi-Ting Chen (2025). Harnessing educational digital storytelling: A systematic review of cognitive and affective learning outcomes in the recent decade (2014–2024). Interactive Technology and Smart Education. https://doi.org/10.1108/ITSE-04-2025-0092SDGs infomation: 4 - Quality Education Shurui Bai, Peiyao Tian (2025). Educational robotics may enhance students’ conceptual knowledge, applied skills, and learning attitude in STEM education: A meta-analysis. Educational Technology and Society, 28(4), 274-303. https://www.scopus.com/pages/publications/105019807492 Scopus publicationLink to publication in Scopus, https://www.j-ets.net/collection/published-issues/28_4published version, https://doi-org.ezproxy.eduhk.hk/10.30191/ETS.202510_28(4).SP06published version (EdUHK Users only)SDGs infomation: 4 - Quality Education Bai, S., & Hew, K. F. (2025). How different gamified leaderboards affect individual students’ learning engagement, strategies, performance, and perceptions in online classes. Educational Technology & Society, 28(4), 42-61. https://doi.org/10.30191/ETS.202510_28(4).RP03SDGs infomation: 4 - Quality Education Shurui Bai, Chung Kwan Lo & Chen Yang (2024). Enhancing instructional design learning: A comparative study of scaffolding by a 5E instructional model-informed artificial intelligence chatbot and a human teacher. Interactive Learning Environments. https://doi.org/10.1080/10494820.2024.2420184SDGs infomation: 4 - Quality Education, 10 - Reduced Inequality Echo Shang Liang & Shurui Bai (2024). Generative AI and the future of connectivist learning in higher education. Journal of Asian Public Policy. https://doi.org/10.1080/17516234.2024.2386085SDGs infomation: 4 - Quality Education, 8 - Decent Work and Economic Growth Shurui Tiffany BAI & Khe Foon HEW (2024). Using epistemic network analysis to examine how different fantasy contexts affect online gamified class students’ behavioral engagement. Interactive Technology and Smart Education. https://doi.org/10.1108/ITSE-02-2024-0043SDGs infomation: 4 - Quality Education Shurui Bai, Donn Emmanuel Gonda, & Khe Foon Hew (2024). Write-Curate-Verify: A Case Study of Leveraging Generative AI for Scenario Writing in Scenario-Based Learning. IEEE Transactions on Learning Technologies, 1, 1-10. https://doi.org/10.1109/TLT.2024.3378306SDGs infomation: 4 - Quality Education, 9 - Industry, Innovation and Infrastructure Bai, S., Hew, K.F., Gonda, D.E. et al. (2022). Incorporating fantasy into gamification promotes student learning and quality of online interaction. Int J Educ Technol High Educ, 19, 29. https://doi.org/10.1186/s41239-022-00335-9. Hew, K. F., Bai, S., Huang, W., Dawson, P., Du, J., Huang, G., Jia, C., & Thankrit, K. (2021). On the use of flipped classroom across various disciplines: Insights from a second-order meta-analysis. Australasian Journal of Educational Technology, 37(2), 132–151. Bai, S., Hew, K. F., Sailer, M., & Jia, C. (2021). From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement. Computers and Education, 173 Doi:10.1016/j.compedu.2021.104297. Hew, K.F., Bai, S., Dawson, P., & Lo, C.K. (2021). Meta-analyses of flipped classroom studies: A review of methodology. Educational Research Review, 33, 100393. Chengyuan Jia, Khe Foon Hew, Shurui Bai & Weijiao Huang (2022). Adaptation of a conventional flipped course to an online flipped format during the Covid-19 pandemic: Student learning performance and engagement. Journal of Research on Technology in Education, 54(2), 281-301 Doi:10.1080/15391523.2020.1847220. Khe Foon Hew, Chengyuan Jia, Donn Emmanuel Gonda & Shurui Bai (2020). Transitioning to the “new normal” of learning in unpredictable times: Pedagogical practices and learning performance in fully online flipped classrooms. International Journal of Educational Technology in Higher Education, 17 Doi:10.1186/s41239-020-00234-x. Shurui Bai, Khe Foon Hew, Biyun Huang (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30 Doi:10.1016/j.edurev.2020.100322.
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Conference Papers Chen Yang, Shurui Bai, Siu Sze Yeung (2025, December). From prompts to performance: Investigating students' critical thinking in artificial intelligence chatbot interactions. Proceedings of 2025 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2025, Macau. https://doi.org/10.1109/TALE66047.2025.11346605SDGs infomation: 4 - Quality Education, 10 - Reduced Inequality Lingyi Zhu, & Shurui Bai (2025, November). How Duolingo users perceive the use of game elements in their learning motivation. Proceedings of 2025 IEEE International Conference on Teaching, Assessment, and Learning for Engineering, TALE 2025, Macau. https://doi.org/10.1109/TALE66047.2025.11346677SDGs infomation: 4 - Quality Education Shurui Tiffany BAI, Tse Tin David CHAN (2024, September). Enhancing students’ digital story design: Investigating the impact of an AI chatbot on performance and intrinsic motivation. Proceedings of 2024 the 4th International Conference on Educational Technology (ICET 2024), Wuhan, China. https://doi.org/10.1109/ICET62460.2024.10867905SDGs infomation: 4 - Quality Education, 9 - Industry, Innovation and Infrastructure Bai, S., & Hew, T. K. F. (2024, April 11–14). Examining impacts of two fantasies on university students’ behavioral engagement in gamified learning experience [Paper presentation]. 2024 Annual Meeting of American Educational Research Association: "Dismantling Racial Injustice and Constructing Educational Possibilities: A Call to Action" (AERA 2024), Philadelphia, United States. Shurui Bai (2024, April). Empowering scenario-based online learning tasks through generative AI: The write-curate-verify approach. Paper presentation]. International Congress on Educational Futures 2024, Hong Kong. SDGs infomation: 4 - Quality Education, 10 - Reduced Inequality Bai, S., Liu, Y., Song, Y., & Cross, J. S. (2023). Exploring the Effects of Digital Storytelling-Enhanced Scenario-Based Learning on Students’ Learning Outcomes. 2023 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE), 1–7. https://doi.org/10.1109/TALE56641.2023.10398298 Leminen, Felix & Bai, Shurui (2023, September). Applying visual mnemonics enhances Chinese characters learning for Chinese as second language learners: A mixed-method study. Proceedings of the 7th International Conference on Digital Technology in Education, ICDTE 2023, Hangzhou China. https://doi.org/10.1145/3626686.3631646 Gonda, D. E., Huang, L., & Bai, S. (2023, May 17–19). Increasing students’ Moodle engagement through gamification and storytelling [Paper presentation]. International Conference on Learning and Teaching for Future Readiness 2023: “Learning and Teaching in the Eve of Metaverse”, Hong Kong, China. S. Bai, K. F. Hew, S. Zhang, W. Huang and D. E. Gonda, "Examining Effects of Science Flipped Classrooms A Meta-analysis," 2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE), Hung Hom, Hong Kong, 2022, pp. 276-283, doi: 10.1109/TALE54877.2022.00053. Bai, S., Hew, K. F., & Gonda, D. E. (2022, November). How Fantasy May Affect Student Engagement in Gamified Fully Online Classes: A Mixed-Method Study. In 2022 20th International Conference on Information Technology Based Higher Education and Training (ITHET) (pp. 1-6). IEEE. S. Bai, K. F. Hew and D. E. Gonda, "Examining Effects of Different Leaderboards on Students' Learning Performance, Intrinsic Motivation, and Perception in Gamified Online Learning Setting," 2021 IEEE International Conference on Educational Technology (ICET), Beijing, China, 2021, pp. 36-41, doi: 10.1109/ICET52293.2021.9563130. S. Bai, D. E. Gonda and K. F. Hew, "Effects of Tangible Rewards on Student Learning Performance, Knowledge Construction, and Perception in Fully Online Gamified Learning," 2021 IEEE International Conference on Engineering, Technology & Education (TALE), Wuhan, Hubei Province, China, 2021, pp. 899-904, doi: 10.1109/TALE52509.2021.9678741. Hew,K.F., Bai,S., Huang,W., Du,J., Huang,G., Jia,C., & Khongjan,T. (2020). Does flipped classroom improve student cognitive and behavioral outcomes in STEM subjects? Evidence from a second-order meta-analysis and validation study. Blended learning: Education in a smart learning environment: 13th International Conference, ICBL 2020, Bangkok, Thailand, August 24–27, 2020, proceedings, 264-275 Doi:10.1007/978-3-030-51968-1_22. Shurui BAI, Khe Foon HEW (2020, 4). Gamification enhances student academic performance in educational contexts: Evidence from meta-analysis. Paper presented at 2020 Annual Meeting of American Educational Research Association: "The Power and Possibilities for the Public Good When Researchers and Organizational Stakeholders Collaborate", San Francisco Shurui Bai (2019, November). Examining the effects of leaderboards in gamified learning environment. Proceedings of the 27th International Conference on Computers in Education, Taiwan. http://www.scopus.com/inward/record.url?scp=85077683974&partnerID=8YFLogxK Scopus publicationLink to publication in Scopus, https://apsce.net/icce/icce2019/04_Proceedings.htmlpublished version Shurui Bai & Khe Foon Hew (2019, 11). Examining the effect of gamification in information science, computer and engineering education: A meta-analysis of student learning performance. Proceedings of the 27th International Conference on Computers in Education, Taiwan.
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