Associate Professor Hui-Chun Hung (Jimgo) specializes in artificial intelligence in education, visual data analytics, and educational data mining. In recent years, his primary research has focused on applying Generative AI and learning behavior analysis to adaptive learning. His research integrates machine learning, Generative AI, and learning analytics dashboards to support in-depth behavioral analysis in computer science education, as well as multi-modal learning in interdisciplinary courses.
He has been actively involved in teaching practice research and the development of innovative instructional models. His recent work focuses on the application of information technology in higher education, the development of learning companion platforms, and learning behavior analysis.
Dr. Hung received the College-level Excellent Teaching Award in the 2021 academic year and the University-level Distinguished Teaching Award in the 2024 academic year at National Central University. In 2021, he was awarded the NSTC 2030 Cross-Generation Young Scholars Program Grant (Emerging Young Scholars Project). In 2024, he received a three-year Excellent Young Scholar Project Grant from the National Science and Technology Council for his project titled “Development, Application, and Evaluation of a Generative AI-based Reading Companion System Integrating Self-Regulated Learning, Dialogic Reading, and Learning Analytics Dashboards.” Additionally, under his guidance, a student research project received the 2020 Undergraduate Research Creativity Award.
In 2020, his teaching practice project funded by the Ministry of Education, titled “Project-Oriented Skills-Based Learning in the Era of Big Data: A Course Design Case of Front-End Data Engineering for Data Visualization,” was recognized as an Outstanding Teaching Practice Project in the field of hands-on implementation.
In terms of industry-academic collaboration, Dr. Hung led a 2022 commissioned project by Chunghwa SoftTech titled “Algorithm Development for System Indicator Conversion and Learning Behavior Modeling.” The project focused on adaptive learning recommendation algorithms based on knowledge tracing and deep learning, utilizing the relationships between knowledge points to track and analyze learning progress, and provide personalized recommendations to help learners better understand unfamiliar or relevant topics.
He also serves as a programming course instructor for the Ministry of Education's high school information science education initiative. In recent years, he has promoted data science, programming, and data visualization education throughout Taiwan, and has been invited to conduct over 100 hands-on courses and workshops for government agencies, schools, and industry sectors, demonstrating his extensive teaching experience in these domains.
Current position and contact information
Associate Professor, Graduate Institute of Network Learning Technology,
National Central University
hch@cl.ncu.edu.tw
Experience
Assistant Professor, Graduate Institute of Data Science, Taipei Medical University (2016/11 - 2019/07)
Assistant Researcher, Graduate Institute of Data Science, Taipei Medical University (2016/09 - 2016/10)
Postdoctoral researcher, Big Data Research Center, National Chiao Tung University (2016/04 - 2016/08)
Related Link
ORCID Connecting Research and Researchers
https://orcid.org/0000-0001-8700-5215
Google Profile
https://scholar.google.com/citations?user=xBXsk7kAAAAJ
National Central University-Pure Scholars
https://scholars.ncu.edu.tw/en/persons/hui-chun-hung
Scopus
https://www.scopus.com/authid/detail.uri?authorId=24472837900
Data Insights Lab
https://di.cl.ncu.edu.tw/di-lab
Research Interests
Educational data mining and learning behavior analysis
Learning analytics dashboard
Innovative learning for programming, computational thinking and data science
Innovative application of open educational resources and flipped learning
Expertise
Artificial Intelligence and Learning Companions
Machine Learning and Educational Data Mining
Data Visualization and Online Learning Behavior Analysis
Innovative System Application Design
Learning Analytics Dashboard (LAD)
Research Project
2025/08/01~2026/07/31. Applying a Self-Explanation Learning Strategy-Based Companion System to Address the Negative Impact of Generative AI Misuse: A Case Study in Python Programming Education. Funded by the Ministry of Education, Taiwan.
2024/08/01~2027/07/31. Combining Self-Regulated Learning, Dialogic Reading, and Learning Analytics Dashboard in the Development, Application, and Evaluation of a Generative AI Reading Companion System. Excellent Young Scholars Project Funded by the National Science and Technology Council (NSTC), Taiwan.
2024/08/01~2025/07/31. Integrating Generative AI Chatbots into Inquiry-Based Data Visualization Learning for Cultivating Students' Data Literacy. Funded by the Ministry of Education, Taiwan.
2021/08/01~2024/07/31. Knowledge Graph Based Cross-Domain Recommendation Mechanism Learning Companion System: The Application of Modeled Sustained Silent Reading Activities in Elementary Schools (1/3, 2/3, & 3/3). Emerging Young Scholars Project (2030 Cross-Generation Young Scholars Program Funded by the National Science and Technology Council (NSTC), Taiwan.
2023/08/01~2024/07/31. Application of Spaced Repetition-based Adaptive Learning to Enhance Programming Skills. Funded by the Ministry of Education, Taiwan.
2022/06/01~2022/08/31. Development of Algorithms for System Indicator Transformation and Learning Behavior Modeling. Funded by Industry–Academia Collaboration Project
2022/08/01~2023/07/31. Application of social regulation to enhance graduate students’ data visualization analysis skills. Funded by the Ministry of Education, Taiwan.
2021/08/01~2022/07/31. Application of coding portfolio dashboard to enhance programming skills on data analysis implementation. Funded by the Ministry of Education, Taiwan.
2020/08/01~2021/07/31. Course design for the project-based skill learning in the era of big data: taking data visualization as an example. Funded by the Ministry of Education, Taiwan.
2019/08/01 ~ 2020/07/31. Applying multi-modal machine learning to establish smart adaptive programming learning. Funded by the National Science and Technology Council (NSTC), Taiwan.
2016/05/01-2018/04/30. Enhancing the mastering learning on badminton motor skills with cross-platform multimedia e-portfolio adaptive learning system. Funded by the National Science and Technology Council (NSTC), Taiwan.
2017/08/23-2018/04/22. Strategies for Efficiency on Using Blockchain Technology for Healthcare Care. Funded by Ministry of Health and Welfare, Taiwan.
2018/02/01-2018/07/31. Data Visualization: Digital Humanities and Social Sciences Teaching Innovation Curriculum Program. Funded by the Ministry of Education, Taiwan.
2018/08/01 - 2019/07/31. The Implement and Analysis of SPOCs Flip Classroom on Programming Course in the University. Funded by the Ministry of Education, Taiwan.
Journal articles
Hung, H. C., & Lai, P. J. (2025 Accepted). Enhancing Graduate Students' Data Visualization Literacy through an Inquiry-Based Learning Companion System Integrated with Generative AI. Educational Technology & Society. link
Liu, I. F., & Hung, H. C. (2025). Enhancing self-regulated learning through intelligent campus information systems with learning navigation mechanism. Interactive Learning Environments, 4820, 1–18. https://doi.org/10.1080/10494820.2025.2494159
Chou, C., Chan, T., Chen, Z., Liao, C., Shih, J., Wu, Y., Chang, B., Yeh, C. Y. C., Hung, H., & Cheng, H. (2025). Defining AI companions: a research agenda—from artificial companions for learning to general artificial companions for Global Harwell. Research and Practice in Technology Enhanced Learning, 20, 032. https://doi.org/10.58459/rptel.2025.20032
Hung, H.-C., Chuang, M.-Y., & Chen, C.-H. (2024). Development and Evaluation of Collaboration Scripts for Long-distance VR Team Collaboration and Co-creation in Elementary STEM Learning. International Journal of Science and Mathematics Education, 0123456789. https://doi.org/10.1007/s10763-024-10470-6 (SSCI)
Liu, I. F., Hung, H. C.*, & Liang, C. T. (2024). A study of programming learning perceptions and effectiveness under a blended learning model with live streaming: comparisons between full-time and working students. Interactive Learning Environments, 32(8), 4396–4410. https://doi.org/10.1080/10494820.2023.2198586 1–15. (SSCI Journal)
洪暉鈞、莊聖文、林育正. (2023). 生成式 AI 於科學探究與實作教學活動設計. 科學研習期刊, 62(6), 21–30. https://www.ntsec.gov.tw/article/detail.aspx?a=5246
Lin, K.-C., Ko, C.-W., Hung, H.-C., & Chen, N.-S. (2023). The effect of real-time pose recognition on badminton learning performance. Interactive Learning Environments, 31(8), 4772–4786. https://doi.org/10.1080/10494820.2021.1981396 (SSCI Journal)
Lin, K. C., Hung, H. C., & Chen, N. S. (2023). The effect of wearable technology on badminton learning performance: a multiple feedback WISER model in physical education. Smart Learning Environments, 10(1). https://doi.org/10.1186/s40561-023-00247-9
Huang, T. Y., Huang, W.Te, Lin, Y. C., Hung, H. H., Ou, S. C., Chang, C. W., Lin, H. E., Lin, T. Y., Chang, C. W., Hung, H. C., & Huang, S. T. (2023). Chinese Intelligence Prescription System improves prescription accuracy while decreasing labor and drug costs. BMC Health Services Research, 23(1), 514. https://doi.org/10.1186/s12913-023-09487-4 (SCI Journal)
Lin, D., Huang, W., Lin, Y., Hung, H., Ou, S., Chang, C., Lin, H., Lin, T., Chang, C., Hung, H., & Huang, S. (2023). Heliyon Prescription system to calculate precise doses of Chinese herbal medicine to avoid toxic effects. Heliyon, 9(6), e16612. https://doi.org/10.1016/j.heliyon.2023.e16612 (SCI Journal)
Looi, C.-K., Wong, S. L., Kong, S.-C., Chan, T.-W., Shih, J.-L., Chang, B., Wu, Y.-T., Liu, C.-C., Yeh, C. Y. C., Chen, Z.-H., Chien, T.-C., Chou, C.-Y., Hung, H.-C., Cheng, H., & Liao, C. C. Y. (2023). Interest-Driven Creator Theory: case study of embodiment in an experimental school in Taiwan. Research and Practice in Technology Enhanced Learning, 18, 023. https://doi.org/10.58459/rptel.2023.18023
Chien, T.-C., Hung, H.-C., Ku, Y.-M., Wu, D. H., & Chan, T.-W. (2022). Some thoughts on extending digital language learning research. Bilingualism: Language and Cognition, 25(3), 384–385. https://doi.org/10.1017/S1366728921000821 (SSCI Journal)
Hung, H.-C., & Young, S. S.-C. (2021). Unbundling teaching and learning in a flipped thermal physics classroom in higher education powered by emerging innovative technology. Australasian Journal of Educational Technology, 37(4), 102-112. https://doi.org/10.14742/ajet.6059 (SSCI Journal)
Lin, K.-C., Lee, I.-C., Cheng, C.-F., & Hung, H.-C*. (2020). The Effects of Adopting Tablets and Facebook for Learning Badminton Skills: A Portfolio-Based WISER Model in Physical Education. Educational Technology & Society, 23(4), 89-105. https://www.j-ets.net/collection/published-issues/23_4 (SSCI Journal)
Liu, I.-F., & Hung, H.-C.* (2020). How are Live-Streaming Services and Social Media Platforms Changing On-Job MBA Students’ Learning? A Case Study for Applying e-Case Live in Management Case-Based Learning in Taiwan. IEEE Access, 8, 120936–120945. https://doi.org/10.1109/ACCESS.2020.3006170 (SCI Journal)
Hung, H.-C., Liu, I.-F., Liang, C.-T., & Su, Y.-S. (2020). Applying Educational Data Mining to Explore Students’ Learning Patterns in the Flipped Learning Approach for Coding Education. Symmetry, 12(2), 213. https://doi.org/10.3390/sym12020213 (SCI Journal)
Hung, H.-C., Shwu-Ching Young, S., & Lin, K.-C. (2018). Exploring the effects of integrating the iPad to improve students’ motivation and badminton skills: a WISER model for physical education. Technology, Pedagogy and Education, 27(3), 265–278. https://doi.org/10.1080/1475939X.2017.1384756 (SSCI Journal)
Hung, H.-C., & Young, S. S.-C. (2017). Applying multi-touch technology to facilitate the learning of art appreciation: from the view of motivation and annotation. Interactive Learning Environments, 25(6), 733–748. http://doi.org/10.1080/10494820.2016.1172490 (SSCI Journal)
Hung, H.-C., & Young, S. S.-C. (2015). An Investigation of Game-Embedded Handheld Devices to Enhance English Learning. Journal of Educational Computing Research, 52(4), 548–567. http://doi.org/10.1177/0735633115571922 (SSCI Journal)
Hung, H.-C., & Young, S. S.-C. (2015). The Effectiveness of Adopting E-Readers to Facilitate EFL Students’ Process-Based Academic Writing. Educational Technology & Society, 18(1), 124–136. (SSCI Journal)
Hung, H.-C., Young, S. S.-C., & Lin, C.-P. (2015). No student left behind: a collaborative and competitive game-based learning environment to reduce the achievement gap of EFL students in Taiwan. Technology, Pedagogy and Education, 24(1), 35–49. http://doi.org/10.1080/1475939X.2013.822412 (SSCI Journal)
Lin, K.-C., Hung, H.-C., & Young, S. S.-C. (2014). The effectiveness of adopting tablets pc in physical education of badminton skill. Physical Education Journal, 47(3), 437–450. (in Chinese, TSSCI Journal)
Young, S. S.-C., & Hung, H.-C. (2014). Coping with the Challenges of Open Online Education in Chinese Societies in the Mobile Era : NTHU OCW as a Case Study. The International Review of Research in Open and Distance Learning, 15(3), 158–184. (SSCI Journal)
Hung, H.-C. & Young, S. S.-C. (2014). Implementation of a Game-Based Learning Environment on Handheld Devices to Facilitate Elementary Students’ English Learning. International Journal on Digital Learning Technology, 6(2), 1-24. (in Chinese).
Hung, H.-C., Wu, C.-S., & Young, S. S.-C. (2011). Exploring Uses of Free Blogs for E-portfolio Setup in Higher Education. International Journal on Digital Learning Technology, 3(3), 1-15. (in Chinese)
Journal articles
Hui-Chun Hung, Pei-Jhou Lai (2025, Jul). Enhancing Graduate Students' Data Visualization Literacy through an Inquiry-Based Learning Companion System Integrated with Generative AI. Educational Technology & Society. (Accepted). NSTC 113-2628-H-008-001-MY3. 本人為第一作者、通訊作者.
I-Fan Liu, Hui-Chun Hung (2025, Apr). Enhancing self-regulated learning through intelligent campus information systems with learning navigation mechanism. Interactive Learning Environments, https://doi.org/10.1080/10494820.2025.2494159. NSTC 113-2628-H-008-001-MY3. 本人為通訊作者.
Chih-Yueh Chou, Tak-Wai Chan, Zhi-Hong Chen, Chang-Yen Liao, Ju-Ling Shih, Ying-Tien Wu, Ben Chang, Charles Y. C. Yeh, Hui-Chun Hung, Hercy Cheng (2025, Jan). Defining AI companions: a research agenda— from artificial companions for learning to general artificial companions for Global Harwell. Research and Practice in Technology Enhanced Learning, 20: 32.
張祐綜、洪暉鈞、許志豪、方淑宜(2025年05月)。結合生成式人工智慧與即時回饋的國小閱讀學習同伴系統之應用與成效評估。第29屆全球華人計算機教育應用大會論文集,中國,無錫。國科會:113-2628-H-008-001-MY3。本人為通訊作者。
林子白、洪暉鈞(2025年05月)。自我解釋適性化聊天機器人影響程式能力之探討。第29屆全球華人計算機教育應用大會(GCCCE2025),中國,無錫。國科會:113-2628-H-008-001-MY3。本人為通訊作者。
莊聖文,洪暉鈞(2025年05月)。整合生成式人工智慧於國小機器人教育:提升學習興趣與知識理解。第29屆全球華人計算機教育應用大會(GCCCE2025),中國,無錫。國科會:113-2628-H-008-001-MY3。本人為通訊作者。
施盈琪、洪暉鈞(2025年03月)。結合生成式人工智慧之語境互動學習系統對學生溝通意願的影響。第二十屆台灣數位學習發展研討會(TWELF2025),台灣,嘉義。國科會:113-2628-H-008-001-MY3。本人為通訊作者。
胡禎, 洪暉鈞(2025年03月)。生成式AI於國小自然科學教育的應用:科普閱讀聊書系統建置。第二十屆台灣數位學習發展研討會(TWELF2025),台灣,嘉義。國科會,台灣,嘉義。國科會:113-2628-H-008-001-MY3。本人為通訊作者。
Man-Ling Lee, Hui-Chun Hung (2024, Jun). Design and Implementation of a Primary School Reading Learning Companion System Integrated with Generative Artificial Intelligence. The 2nd International Conference on Metaverse and Artificial Companions in Education and Society (MetaACES 2024), Taiwan, Taoyuan City. nstc 112-2628-H-008-001. 本人為通訊作者.
Mahendra Astu Sanggha Pawitra, Hui-Chun Hung (2024, Mar). Machine Learning Analysis on Students’ Demographic and Performance to Predict On-Time Graduation: A Case Study in Indonesia. 第十九屆台灣數位學習發展研討會(TWELF2024), 台灣,台中. nstc 112-2628-H-008-001. 本人為通訊作者.
呂浚宏,洪暉鈞,楊叔卿(2024年05月)。自動問題生成之以深度知識追蹤為輔的適性程式設計學習初探。第28屆全球華人計算機教育應用大會(GCCCE2024),中國,重慶。國科會:112-2628-H-008-001。本人為通訊作者。
柯炘德,洪暉鈞(2024年05月)。探索結合目標設定與視覺化學習分析之學習管理系統於Python教育之研究。第28屆全球華人計算機教育應用大會(GCCCE2024),中國,重慶。國科會:112-2628-H-008-001。本人為通訊作者。
洪暉鈞,洪丞威(2024年05月)。應用生成式人工智慧增強合作問題生成學習系統於國小社會課程之研究。第28屆全球華人計算機教育應用大會(GCCCE2024),中國,重慶。國科會:112-2628-H-008-001。本人為通訊作者。
鄭博宇,洪暉鈞,楊叔卿(2024年05月)。文學圈結合專題導向學習結合學習分析儀表板於書報討論創新教學研究。第28屆全球華人計算機教育應用大會(GCCCE2024),中國,重慶。國科會:112-2628-H-008-001。本人為通訊作者。
張祐綜、洪暉鈞(2024年03月)。生成式AI在國小閱讀教育中的應用:個性化閱讀聊書系統建置。第十九屆台灣數位學習發展研討會(TWELF2024),台灣,台中。國科會:112-2628-H-008-001。本人為通訊作者。
林子白、洪暉鈞(2024年03月)。自我解釋QLC策略適性化聊天機器人影響運算思維之初探。第十九屆台灣數位學習發展研討會(TWELF2024),台灣,台中。國科會:112-2628-H-008-001。本人為通訊作者。
莊聖文,洪暉鈞(2024年03月)。整合生成式人工智慧於探究式科學開發:以STEAM棒球機器人為例。第十九屆台灣數位學習發展研討會(TWELF2024),台灣,台中。國科會:112-2628-H-008-001。本人為通訊作者。
Hung, H.-C., Chuang, M.-Y., & Chen, C.-H. (2023, September). Collaboration scripts assisted VR co-creation learning activities combined with learning analytics dashboards to enhance students’ learning achievement. Paper presented at the BERA Conference 2023, Birmingham, England.
Liao, P.-S., & Hung, H.-C. (2023). Designing a visual analytics system to support a re-designed flipped learning programming class. IIAI Letters on Informatics and Interdisciplinary Research, 4, 1. https://doi.org/10.52731/liir.v004.129
Hung, H. C., & Lee, P. H. (2023). Applying Deep Knowledge Tracing Model for University Students’ Programming Learning. International Conference on Information Networking, 2023-January, 574–577. https://doi.org/10.1109/ICOIN56518.2023.10048977
徐世凡、洪暉鈞(2023年05月)。以DAS3H模型於英文學習適應性間隔複習學習系統初探。第27屆全球華人計算機教育應用大會(GCCCE2023),北京,中國。本人為通訊作者。
呂浚宏、洪暉鈞(2023年03月)。自動問題生成之以深度知識追蹤為輔的適性程式設計學習初探。台灣數位學習發展2023研討會(TWELF2023),屏東,台灣。本人為通訊作者。
李曼綾、洪暉鈞(2023年03月)。聊天機器人做為國小學習者閱讀學伴初探。台灣數位學習發展2023研討會(TWELF2023),屏東,台灣。本人為通訊作者。
柯炘德、洪暉鈞、徐世凡(2023年03月)。以BERT標記技能標籤應用於適性化出題系統之初探。台灣數位學習發展2023研討會(TWELF2023),屏東,台灣。本人為通訊作者。
呂昆珉,洪暉鈞(2022年03月)。結合社會調節學習平台與教中學課程設計於大學通識課程之研究。第十七屆台灣數位學習發展研討會,台東,台灣。本人通訊作者。
廖柏瑄,洪暉鈞(2022年03月)。以視覺化儀表板輔助SPOC程式設計課程自我調節表現之初探。第十七屆台灣數位學習發展研討會,台東,台灣。本人為通訊作者。
鄭博晏,洪暉鈞,陳德懷(2022年05月)。自我調整數位閱讀同伴系統建置與閱讀行為模式分析。第26屆全球華人計算機教育應用大會,新竹,台灣。本人為通訊作者。
李秉翰,洪暉鈞(2022年05月)。以深度知識追蹤模型應用於程式設計學習之輔助系統設計。第26屆全球華人計算機教育應用大會,新竹,台灣。本人為通訊作者。
莊珉瑜,洪暉鈞,陳政煥(2022年03月)。以合作腳本輔助VR內容共創學習之活動設計與腳本平台規劃。第十七屆台灣數位學習發展研討會,台東,台灣。
呂昆珉,洪暉鈞(2021年05月)。基於社會調節與教中學課程設計於通識課程資料分析能力之初探。第25屆全球華人計算機教育應用大會(GCCCE2021)。本人為通訊作者。
Hung,H.-C. (2019, Sep). The applications of two NLP methods – An pilot analysis of citizen’s comments on Bureau of Labour Insurance’s facebook fan page. The Secend International Cognitive Cities Conference (IC3 2019). Kyoto, Japan. **Best Paper Award**
Hung,H.-C. (2019, June). Flipped Learning Approach for Coding Education in Higher Education. International Conference on Computational Thinking Education 2019 (CTE2019), Hongkong, China.
Hung,H.-C. (2018, Aug). Flipped Learning with Live-coding Approach for Programming Concepts learning. The First International Cognitive Cities Conference (IC3 2018), , Okinawa, Japan.
洪暉鈞(2018年5月)。設計思考於創新系統開發課程的教學實踐:以大學通識課程為例。第22 屆全球華人電腦教育應用大會(GCCCE2018 ),廣州,中國。
Lin K.-C., Hung H.-C. (2018, Jul). The effectiveness of adopting tablet and Facebook for badminton skill learning in physical education. 2018 AIESEP International Conference, Laramie (AIESEP 2018), United Kingdom.
Hung,H.-C., Chang,M.-F., Chen,I-C., Yeh,P.-C., Liang,C.-T. (2017, Jul). A preliminary study of applying stream analytics to support live-broadcastingbased learning. The 8th Global Chinese Conference on Inquiry Learning : Innovations and Applications, GCCIL 2017, Chengdu, China.
洪暉鈞(2017年10月)。以翻轉教室融入大學程式設計創新教學之研究。自主學習與創新教學課程學術研討會,台北,台灣。
洪暉鈞(2017年07月)。翻轉教室應用於大學程式課程之初探。The 4th Greater China MOOC Symposium 第四屆大中華區MOOC研討會, GCMS2017,香港。
洪暉鈞(2017年06月)。翻轉學習於培養大學生資訊能力之初探:以程式設計課程為例。2017 第三屆學習科學與科技研討會,新竹,台灣。20170616-17
Lin, K.-C., Hung, H.-C.,& Lee. I.-C (2016, Jun). Exploring the effects of integrating Facebook to enhance students’ badminton motor skills learning. 2016 AIESEP International Conference, Laramie (AIESEP 2016), Wyoming, USA. 20160608-11
Hung, H.-C., & Young, S. S.-C. (2014). Applying Tablets to Enhance Art Appreciation Learning in Higher Education. In J. E. Guerrero (Ed.), Proceedings of 20147th International Conference on Ubi-Media Computing and Workshops (U-MEDIA2014) (pp. 297–299). Ulaanbaatar, Mongolia: IEEE Computer Society Conference Publishing Services. doi:10.1109/U-MEDIA.2014.21
Hung, H. C. & Young, S. S.-C. (2014). The effectiveness of adopting tablets facilitate college students’ art appreciation learning in the General Education classroom. In W. Chen, X. Gu, & Y.-T. Wu (Eds.), Proceeding of 18th Global Chinese Conference on Computers in Education (GCCCE2014). (pp.180-183). Shanghai, China: Global Chinese Society for Computers in Education (GCSCE). (In Chinese)
洪暉鈞、楊叔卿(2014年,5月)。平板電腦融入大學藝術通識課堂之應用與評估。「GCCCE 2014 第十八屆全球華人計算器教育應用大會」發表之論文,上海華東師範大學。
洪暉鈞、楊叔卿、林國欽(2014年,5月)。以平板電腦增進大學體育課程之羽球學習動機。「第八屆電腦與網路科技在教育上的應用研討會(CNTE2014)」發表之論文,新竹。
Hung, H.-C. & Young, S. S.-C. (2013, Nov). Implementation of a game-based learning environment on handheld devices to facilitate elementary students’ English learning. Paper presented at 2013 Taiwan e-learning forum 2013 (TWELF 2013). Taiwan: Taichung. (In Chinese) 洪暉鈞、楊叔卿 (2013年,11月)。基於手持載具之悅趣化學習情境建置以改善國小學童英文學習。「第九屆台灣數位學習發展研討會(TWELF2013)」發表之論文,台中。
Hung, H.-C., & Young, S. S.-C. (2013). A cloud-based solution for OpenCourseWare system to meet the need of cross-platform learning via various devices in the ubiquitous environment. In M. Hwang, S.- Kwok, J. Cuhalev, & N. S. Castillo (Eds.), e-Proceedings of theOpenCourseWare Consortium Global Meeting 2013 (pp. 105–109). Bali, Indonesia: OpenCourseWare Consortium.
Hung, H. C., & Young, S. S.-C. (2012). The Effect of Adopting E-Reader as an Innovative Medium in Technical and Scientific English Writing Course. In J. Colpaert, A. Aerts, W.-C. V. Wu, & Y. -C. J. Chao (Eds.). Proceedings of the Fifteenth International CALL Conference: the Media Matters (pp. 323–329). Taichung, Taiwan: Providence University.
Hung, H. C. & Young, S. S.-C. (2012). Design a cloud-based OpenCourseWare system for different learning behaviors with various devices. In J. -L. Shih (Eds.).Proceeding of 16th Global Chinese Conference on Computers in Education. (pp. 695-702). Ping Tung, Taiwan: Department of Information and Learning Technology, National University of Tainan. (In Chinese) 洪暉鈞、楊叔卿(2012年,5月)。基於雲端跨載具多媒體開放式課程之平台建置與使用者行為探討。「2012全球華人計算機教育應用大會」發表之論文,屏東,台灣。
Hung, H. C. & Young, S. S.-C. (2012). Integrating e-readers into academic writing course in higher education. In Shih, J. -L.(Eds.).Proceeding of 16th Global Chinese Conference on Computers in Education. (pp.179-186). Ping Tung, Taiwan: Department of Information and Learning Technology, National University of Tainan. (In Chinese)
洪暉鈞、楊叔卿(2012年,5月)。電子書閱讀器融入高等教育課程以科技英文寫作為例。「2012全球華人計算機教育應用大會」發表之論文,屏東,台灣。
洪暉鈞,楊叔卿(2012年3月)。 邁向綠色環保學習:電子書閱讀器融入高等教育課程之探討。「第二屆兩岸清華研究生學術論壇」發表之論文,新竹,台灣:清華大學。
洪暉鈞,楊叔卿(2011年12月)。跨載具多媒體影音數位學習平台之初探。行動與無所不在學習,林秋斌。「2011電腦與網路科技在教育上的應用研討會」發表之論文,新竹,台灣:新竹教育大學。
Hung, H. C., Wu, C. S., & Young, S. S.-C. (2011). Towards an Understanding of the University Students' Behavioral Intention to build e-Portfolio via Blog Service. In Fu-Yun Yu (Eds.), Proceedings of the 19th International Conference on Computers in Education, ICCE 2011 (pp.322-326). Chiang Mai, Thailand: National Electronics and Computer Technology Center, Thailand.
Huang, H.-Y., Lin, W.-L., Hung, H.-C., & Young, S. S.-C. (2011). Exploring technology use behavior - A case study of adopting e-readers into higher education classroom. In Z. Jianping & C. Dehuai (Eds.), Proceedings of Global Chinese Conference on Computers in Education 2011 (GCCCE 2011) (pp. 1313–1316). Hangzhou, China: Zhejiang University, China. (Best paper award)
Wu, C.-S., Hung, H.-C., & Young, S. S.-C.(2010). A Study of Building E-Portfolio for Higher Education Using Blog Platform. Proceedings of The 14th Global Chinese Conference on Computer in Education (GCCCE2010) pp. 463-469, Singapore, 06.01-06.04, 2010.
Hung, H.-C., Young, S. S.-C., & Lin, C.-P. (2009). Constructing the face-to-face collaborative game-based interacted environment for portable devices in English vocabulary acquisition. Proceedings of the 8th International Conference on Computer Supported Collaborative Learning (CSCL 2009), 370-375, Rhodes, Greece, 07.08-07.13, 2009.
Lin, C.-P., Young, S. S.-C., & Hung, H.-C. (2008). The Game-Based Constructive Learning Environment to Increase English Vocabulary Acquisition: Implementing a Wireless Crossword Fan-Tan Game (WiCFG) as an Example. Proceedings of the 5th IEEE International Conference on Wireless,Mobile and Ubiquitous Technologies in Education (WMUTE 2008) (pp. 205–207). Beijing, China. doi:10.1109/WMUTE.2008.50
Hung, H.-C., & Young, S. S.-C. (2007). Constructing the game-based learning environment on handheld devices to facilitate English vocabulary building. Proceedings of the 7th IEEE International Conference on Advanced Learning Technologies 2007 (ICALT 2007) (pp. 348–350). Niigata, Japan. doi:10.1109/ICALT.2007.105
Lin, C.-P., Young, S. S.-C., Hung, H.-C., & Lin, Y.-C. (2007). Implementation of the Scrabble Game on the Mobile Devices to Increase English Vocabulary Acquisition. In Clark Chinn, G. Erkens, & S. Puntambekar (Eds.), Proceedings of the Computer Supported Collaborative Learning (CSCL) Conference 2007 (pp. 438–440). New Brunswick, NJ, USA: Rutgers, The State University of New Jersey.
Hun, H.-C., & Young, S. S.-C. (2007). Applying collaborative and competitive learning in game-based English vocabulary acquisition: Using the PDA-based WiCFG as an example. In J. Lee, T. Shih, Q. Wang, & Y. Zhao (Eds.), Proceedings of the 11th Global Chinese Conference on Computers in Education 2007 (GCCCE2007) (Vol. 1, pp. 376–383). Guangzhou, China: Beijing Normal University Press.
Hung, H.-C. & Wang L. C. C. (2006). Technology Integration and Congnitive Skill Level within an Elementary School in Taiwan. Proceedings of the Global Summit Conference on Educational Technology-2006 (GSCET 2006).
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