Journal Publications 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.2024.3378306 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. https://doi.org/10.14742/ajet.6475 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 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. 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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