杨晓彤,女,哲学博士,校聘助理教授。
? 研究方向
游戏化学习,教育游戏的设计与开发,技术支持的基础教育课堂教学
ì学习经历
2019年8月-2023年12月 美国佛罗里达州立大学 教学系统与学习技术专业 博士
2015年9月-2018年6月 华南师范大学 教育技术专业 硕士
2017年1月-2017年6月 美国雪城大学 公派访问学者
2011年9月-2015年6月 湖南师范大学 教育技术专业 学士
G工作经历
2024.11-至今 河南大学教育学部
发表论文
· 杂志期刊
1. Yang, X., Rahimi, S., Fulwider, C., Smith, G., & Shute, V. (2022). Exploring students’ behavioral patterns when playing educational games with learning supports at different timings. Educational Technology Research and Development, 70(4), 1441-1471. https://doi.org/10.1007/s11423-022-10125-9
2. Rahimi, S., Shute, V. J., Fulwider, C., Bainbridge, K., Kuba, R., Yang, X., ... & D’Mello, S. K. (2022). Timing of learning supports in educational games can impact students’ outcomes. Computers & Education, 190, 104600. https://doi.org/10.1016/j.compedu.2022.104600
3. Yang, X., Rahimi, S., Shute, V., Kuba, R., Smith, G., & Alonso-Fernández, C. (2021). The relationship among prior knowledge, accessing learning supports, learning outcomes, and game performance in educational games. Educational Technology Research and Development, 69, 1055-1075. https://doi.org/10.1007/s11423-021-09974-7
4. Yang, X. (2021). Students’ and teachers’ perceptions of using video games in science classroom: A literature review. SN Computer Science, 2(5), 411. https://doi.org/10.1007/s42979-021-00803-5
5. Rahimi, S., Shute, V., Kuba, R., Dai, C. P., Yang, X., Smith, G., & Fernández, C. A. (2021). The use and effects of incentive systems on learning and performance in educational games. Computers & Education, 165, 104135. https://doi.org/10.1016/j.compedu.2021.104135
6. Shute, V., Rahimi, S., Smith, G., Ke, F., Almond, R., Dai, C. P., ...Yang, X. & Sun, C. (2021). Maximizing learning without sacrificing the fun: Stealth assessment, adaptivity and learning supports in educational games. Journal of Computer Assisted Learning, 37(1), 127-141. https://doi.org/10.1111/jcal.12473
7. 谢幼如,邱艺,罗胜涛,倪妙珊,李世杰,柏晶,杨晓彤.(2018).网络学习空间建设应用新范式:知识生成视角.中国电化教育,(9),1-6.
8. 杨晓彤,谢幼如,钟如光.(2017).网络空间支持的中小学创客教学模式研究.电化教育研究,38(1),101-107.
9. 谢幼如,盛创新,杨晓彤,伍文燕.(2016).网络学习空间提升自我效能感的效果研究.中国电化教育,(1),34-40.
10. 李伟,吴利红,杨晓彤.(2016).小学“优课”教学模式的多元分析.中国教育信息化,(20),68-73.
· 国际学术会议论文集
1. Yang, X., & Liu, Y. (2021). Supporting students’ reflection in game-based science learning: A literature review. In R. Li, S.K.S. Cheung, C. Iwasaki, LF. Kwok & M. Kageto (Eds.), Blended learning: Re-thinking and re-defining the learning process. 14th International Conference on Blended Learning (ICBL) 2021 (pp. 119-131). Springer. https://doi.org/10.1007/978-3-030-80504-3_10
2. Gu, S., Yang, X., & Li, W. (2021). Relationships among online teaching design, experience, and perception of college teachers during the pandemic. In R. Li, S.K.S. Cheung, C. Iwasaki, LF. Kwok & M. Kageto (Eds.), Blended learning: Re-thinking and re-defining the learning process. 14th International Conference on Blended Learning (ICBL) 2021 (pp. 351-366). Springer. https://doi.org/10.1007/978-3-030-80504-3_29
3. Fan, Y., Yang, X. (2017) Construction of the 3L5G task-driven instructional model: Fostering computational thinking of junior high school students in an application software course. In: S. Cheung, L. Kwok, W. Ma, LK. Lee, & H. Yang (Eds.), Blended learning: New challenges and innovative practices. 10th International Conference on Blended Learning (ICBL) 2017 (pp. 177-186). Springer. https://doi.org/10.1007/978-3-319-59360-9_16
4. Xie, Y., Sheng, C., Yang, Y., Zuo, J., Wu, L. & Yang, X. (2016) Improvement strategies of pupils’ self-efficacy in smart learning environment – A case study. In S. Cheung, L. Kwok, J. Shang, A. Wang & R. Kwan (Eds.), Blended learning: Aligning theory with practices. ICBL 2016. (pp. 246-257). Springer. https://doi.org/10.1007/978-3-319-41165-1_22
5. Li, H., Liu, J., Yang, X., Xiao, J., & Yang, G. (2016). An empirical study on developing higher-order thinking skills of primary students with e-schoolbag. In 2016 International Symposium on Educational Technology (ISET) (pp. 44-49). IEEE. https://doi.org/10.1109/ISET.2016.26
· 国际学术会议报告
1. Yang, X., & Liu, Y. (2021, June 19-22). Supporting students’ reflection in game-based science learning: A literature review [Conference session]. 14th International Conference on Blended Learning (ICBL), online.
2. Yang, X. (2020, November 2-7). Integrate educational games in the K-12 STEM classroom [Birds of a Feather session]. Association for Educational Communications & Technology (AECT) Annual Convention, online.
3. Yang, X., Yang, T., Lei, J., & Wang, Q. (2018, April 13-17). Effectiveness of hybrid massive open online course (HMOOC): A meta-analysis from the research design perspectives. [Roundtable session]. American Educational Research Association (AERA) 2018 Annual Meeting, New York, NY.
4. Fan, Y., Yang, X. (2017, June 27-29). Construction of the 3L5G task-driven instructional model: Fostering computational thinking of junior high school students in an application software course [Conference session]. 10th International Conference on Blended Learning (ICBL), Hong Kong, China.
5. Li, H., Liu, J., Yang, X., Xiao, J., & Yang, G. (2016, July 19-21). An empirical study on developing higher-order thinking skills of primary students with e-schoolbag [Conference session]. International Symposium on Educational Technology (ISET), Beijing, China.