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林長信|助理教授

林長信|助理教授


職稱:助理教授

姓名:林長信

校內分機:5063
Email:
tk0015@mail.tut.edu.tw

最高學位:博士
畢業學校(中):國立臺南大學
畢業學校(英):National University of Tainan

畢業系所(中):數位學習科技學系

畢業系所(英):Department of Information and Learning Technology

主要研究領域
多媒體設計、遊戲式學習、數位學習、行為分析、質性研究


學歷
2014.09
 ~ 2018.09 國立臺南大學 理工學院 數位學習科技學系 博士

2012.09
 ~ 2014.06 國立臺南大學 理工學院 數位學習科技學系 碩士

工作經
2019.01 ~ 迄今 國際引導技術學會 監事
2017.01
 ~ 迄今 艾索普工作室 數位設計師

教學經
2018.02 ~ 2018.05 嘉義基督教醫院人才培育中心 講師
2017.09 ~ 2018.09 國立臺南大學數位學習科技學系、智慧學習中心 兼任講師

2015.09 ~ 2017.06 國立嘉義大學數位學習設計與管理學系 兼任講師

2015.02 ~ 2016.06 台南應用科技大學多媒體動畫系 兼任講師

2014.02 ~ 2016.12 巨匠電腦 兼任講師

2012.09 ~ 2018.01 台南市永康國中 資訊教師

得獎項目
2018 斐陶斐榮譽學會 榮譽會員
2018 當培訓遇上桌遊-培訓遊戲化原創設計 最佳藝術獎

2012
 ~ 2018 國內研究生出席國際學術會議補助

2011 科技部大專學生研究計畫補助

計畫案
•   110-R&D-0232021/8/1-2022/7/31110年大專校院教學實踐研究計畫-從陪伴到獨立 - 結合社群網站服務之混和式學習教學設計-以網頁程式設計為例,教育部

研討會論文
•    2022/5/20 從陪伴到獨立-結合社群網站服務之混合式學習教學設計-以網頁程式設計為例,2022後疫情時代教學創新示範國際研討會,中華民國(台灣)PHA1100966
•  
   2019/12/21探討體驗教育及引導手法在高績效團隊建立之應用,2019國際引導技術學會年會暨研討會,中華民國(台灣)

期刊論文
•   2022/3Personalities, sequences of strategies and actions, and game attacks: A statistical discourse analysis of strategic board game playSSCIComputers in Human Behavior113,美國
•   2021/4,史地文化複合式策略桌遊之設計與成效評估,TSSCI,數位學習科技期刊,in press,中華民國(台灣)

書籍出版
1. 施如齡、施百俊、許于仁、黃淑賢、曾家俊、林長信(2016)。故事、遊戲與教學。臺灣:僑務委員會、中華函授學校。
2. 謝旻儕、歐柏漢、林長信、蔡銘宏、高聖欽(2015)。Unity 3D遊戲設計從零開始。臺北市:松崗。

學術服務
1. “Data Analytics Approaches in Educational Games and Gamification Systems” 書籍編委
2. ICALT 2019, Track 4-Digital Game and Intelligent Toy Enhanced Learning, TPC member.

3. ICALT 2018, Track 4-Digital Game and Intelligent Toy Enhanced Learning, TPC member.

4. GCCCE 2018, 悅趣學習與社會子會議 (Joyful Learning and Society), 議程委員會委員

5. GCCCE 2017, 悅趣學習與社會子會議 (Joyful Learning and Society), 議程委員會委員

6. GCCCE 2016, 悅趣學習與社會子會議 (Joyful Learning and Society), 議程委員會委員

7. GCCCE 2015, 悅趣學習與社會子會議 (Joyful Learning and Society), 議程委員會委員

期刊
1. Alexandra Covaci, Gheorghita Ghinea, Chang-Hsin Lin, Shu-Hsien Huang, Ju-Ling Shih. (2018). Multisensory games-based learning – lessons learnt from olfactory enhancement of a digital board game. Multimedia Tools and Applications. 1-19. (EI)
2. Chang-Hsin Lin, Ju-Ling Shih. (2017). Analysing Group Dynamics of a Digital Game-based Adventure Education Course. Educational Technology & Society, 21(4), 51-63. (SSCI)

3. 林昱廷、林長信、施如齡、曾家俊。(2017)。歷史文化學習之數位體感遊戲開發與成效評估。數位學習科技期刊,9(4),109-131。(TSSCI).

4. Ju-Ling Shih, Shu-Hsien Huang, Chang-Hsin Lin, Chia-Chun Tseng. (2017). STEAMing the Ships for the Great Voyage: Design and Evaluation of a Technology-integrated Maker Game. Interaction Design and Architecture(s) Journal – IxD&A, 34, 61-87.

5. Chang-Hsin Lin, & Shih, Ju-Ling. (2015) Evaluations to the gamification effectiveness of digital game-based adventure education course – GILT. Journal of e-Learning and Knowledge Society, 11(3), 41-58.

研討會
1. Chang-Hsin Lin, Shu-Hsien Huang, Ju-Ling Shih, Alexandra Covaci, & Gheorghita Ghinea. (2017). Game-Based Learning Effectiveness and Motivation Study between Competitive and Cooperative Modes. The 17th IEEE International Conference on Advanced Learning Technologies (ICALT 2017), July 3-7. Timisoara, Romania: The Politehnica University of Timisoara.
2. 游子宜,林長信,曾家俊,施如齡。(2017)。大航海時代之香料貿易歷史與地理複合式數位桌遊。The 21th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2017), June. 3-June 6. Beijing, China: Beijing Normal University.

3. Chang-Hsin Lin, & Ju-Ling Shih. The investigation of learning effectiveness using a mobile-based complex puzzle game–Mast Dream. The 10th European Conference on Games Based Learning (ECGBL 2016), Oct. 6-Oct. 7. Paisley, Scotland: University of the West Scotland..

4. 林長信、施如齡。(2016)。嗅覺系統導入跨媒體桌上遊戲之設計與開發。The 20th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2016), May. 23-May. 27. Hong Kong: The Hong Kong Institute of Education.

5. Chang-Hsin Lin, Ju-Ling Shih, & Yu-Jen Hsu. (2015). Using Digital Game-Based Adventure Education Counseling Course to Adjust Primary Students’ Interpersonal Deviant Behaviors. Ogata, H. et al. (Eds.) (2015). Proceedings of the 23rd International Conference on Computers in Education. China: Asia-Pacific Society for Computers in Education.

6. Chang-Hsin Lin, & Ju-Ling Shih. (2015). A Preliminary Study of Using Laban Movement Analysis to Observe The Change of Teenagers’ Bodily Expressions of Emotions in Game-based Learning. In Proceeding of 4th International Conference on Learning Technologies and Learning Environments (LTLE 2015), pp. 329-334.

7. 林長信、施如齡 (2014)。以拉邦質地分析青少年動作情緒於遊戲式學習歷程變化之初探。臺灣數位學習研討會(TWELF 2014),2014年11月13日-14日。台北:國立臺灣師範大學。

8. 許于仁、林長信、施如齡 (2014)。數位探索遊戲融入國小偏差行為學童輔導課程之設計。臺灣數位學習研討會(TWELF 2014),2014年11月13日-14日。台北:國立臺灣師範大學。|

9. Chang-Hsin Lin, Yu-Jen Hsu, Ju-Ling Shih, & Chia-Chun Tseng. (2014). The Change of Interpersonal Relationship for Group Development in Digital Game-based Adventure Education Course. The Main Proceedings of the 22st International Conference on Computers in Education (ICCE 2014), November 18-22. Indonesia: Asia-Pacific Society on Computers in Education.
10. 林長信、施如齡、許于仁。(2014)。數位探索教育遊戲團隊課程中人際行為探究與分析。The 18th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2014), May. 26-Jun.1. china: East China Normal University.

11. 許于仁、施如齡、林長信、曾家俊。(2014)。數位探索教育遊戲系統開發與學習成效之探究。The 18th International Workshop on Global Chinese Conference on Computers in Education (GCCCE 2014), May. 26-Jun.1. China: East China Normal University.

12. Chang-Hsin Lin, Ju-Ling Shih, & Yu-Jen Hsu. (2013). The Evaluation Framework for the Group Development Process of Adventure Education Game. The Main Proceedings of the 21st International Conference on Computers in Education (ICCE 2013), November 18-22. Indonesia: Asia-Pacific Society on Computers in Education.

13. Yu-Jen Hsu, Chang-Hsin Lin, & Ju-Ling Shih. (2013). Developing Multi-player Digital Adventure Education Game with Motion Sensing Technologies. The 13th IEEE International Conference on Advanced Learning Technologies (ICALT 2013), July 15-18. Beijing, China: Beijing Normal University.

14. Chang-Hsin Lin, Yu-Jen Hsu, Ju-Ling Shih. (2013). Digital Adventure Education Game for Cooperative Learning. The Association for Education Communications and Technology, International Conference on the Frontier in e-Learning Research 2013 (AECT-ICFER 2013), June 18-20. Taichung, Taiwan: National Central University.

15. Yu-Jen Hsu, Chang-Hsin Lin, & Ju-Ling Shih. (2013). Using Motion Sensing Adventure Education Game to Enhance Learning Transfers. e-CASE and e-Tech 2013, April 3-5, Kitakyushu, Japan.


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