SemesterFall Semester, 2025
DepartmentMaster's Program in Global Communication and Innovation Technology, First Year Master's Program in Global Communication and Innovation Technology, Second Year Master's Program in Global Communication and Innovation Technology, Third Year
Course NameNew Media and Information Technology
InstructorCHANG CHUN-HAO
Credit3.0
Course TypeElective
Prerequisite
Course Objective
Course Description
Course Schedule







































































































Week



Topic



Content and Reading Assignment



Teaching Activities and Homework



1 (9/4)



Orientation



Course overview



Kick-off big questions



L/D



2 (9/11)


No Class (The instructor is on sick leave)

3 (9/18)



Smart Classroom



Assigned reading:



[2-1][2-2]



L/D/C



4 (9/25)



AI & Chatbots



Assigned readings:



[3-1][3-2][3-3]



L/D/C



5 (10/2)



Mobile devices



Assigned readings:



[4-1][4-2][4-3]



L/D/C



6 (10/09)



Virtual Worlds



Assigned readings:



[5-1] [5-2]



L/D/C



7 (10/16)



Online Communities



Assigned readings:



[6-1] [6-2][6-3]



L/D/C



8 (10/23)



Digital Storytelling



Assigned readings:



[7-1][7-2]



L/D/C



9 (10/30)



Eye-tracking



techniques



Assigned readings:



[8-1][8-2]



L/D/C



10 (11/6)



Invited Talk



11 (11/13)



Fieldtrip to Ed Tech 2025



12 (11/20)



EdTech Taiwan 2025 Roundtable



 



L/D/C



13 (11/27)



Digital curation



Assigned readings:

[13-1] [13-2]



C/D



14 (12/5)



Video Games

Digital ethics



Assigned readings



[10-1] [10-2][14-1][14-2]



L/D/C



15



(12/12)



Final Presentation



 



Group-based presentation



 



潘荷婷 Hortense Pinero



黄子芯 Sophia Zi Xin Wong

 



 



16



(12/19)



Final Presentation



Group-based presentation



 



 




 



 


Teaching Methods
Teaching Assistant

  • Jubal Tan Jie Min 陳傑皿



       Email: 113zm1023@nccu.edu.tw


Requirement/Grading

  • Participation (10%)

  • Group-led discussions (20%)

  • Class engagement (20%)

  • Ed Tech case report (10%)

  • Final report (30%)

  • Peer review (10%)


Textbook & Reference

Weekly Assigned Readings:

(All readings will be downloadable through the online learning portal)



[2-1] Dimitriadou, E., & Lanitis, A. (2023). A critical evaluation, challenges, and future perspectives of using artificial intelligence and emerging technologies in smart classrooms. Smart Learning Environments, 10, Article 12.



[2-2] Kerimbayev, N., Adamova, K., Shadiev, R., & Altinay, Z. (2025). Intelligent educational technologies in individual learning: A systematic literature review. Smart Learning Environments, 12, Article 1. https://doi.org/10.1186/s40561-024-00360-3



[3-1] Salih, S., Husain, O., Hamdan, M., Abdelsalam, S., Elshafie, H., Hashim, E. A., & Motwakel, A. (2025). Transforming education with AI: A systematic review of ChatGPT’s role in learning, academic practices, and institutional adoption. Results in Engineering, 25, Article 103837.



[3-2] Rafikova, A., & Voronin, A. (2025). Human–chatbot communication: A systematic review of psychological studies. AI & Society. https://doi.org/10.1007/s00146-025-02277-y



[3-3] Labadze, L., Grigolia, M., & Machaidze, L. (2023). Role of AI chatbots in education: systematic literature review. International Journal of Educational Technology in Higher Education, 20, Article 56. https://doi.org/10.1186/s41239-023-00426-1



[4-1] Kärchner, H., Trautner, M., Willeke, S., & Schwinger, M. (2022). How handheld use is connected to learning-related factors and academic achievement: Meta-analysis and research synthesis. Computers & Education Open, 3, 100116. https://doi.org/10.1016/j.caeo.2022.100116



[4-2] Eom, S. (2023). The effects of the use of mobile devices on the e-learning process and perceived learning outcomes in university online education. E-Learning and Digital Media. Advance online publication. https://doi.org/10.1177/20427530221107775

 



[5-1] Davis, D. Z., & Chansiri, K. (2019). Digital identities – overcoming visual bias through virtual embodiment. Information, Communication & Society, 22(4), 491–505.



[5-2] Triberti, S., & Durosini, I. (2023). What Is the Psychological Role of the Virtual Self in Online Worlds? A Scoping Review. Multimodal Technologies and Interaction, 7(12), 109.



[6-1] Yilmaz, R. M., & Keser, H. (2022). Student‑teachers’ sense of belonging in collaborative online learning. Education and Information Technologies, 27, 4501–4522.



[6-2] Jeong, H., & Hmelo‑Silver, C. E. (2021). CSCL affordances for building community and social presence. In Computer‑Supported Collaborative Learning: An Overview. ScienceDirect Topics.



[6-3] ResearchGate Study (2021). CSCL and social creativity: A case study of fashion design. Research in Social Creativity, 7(1), 23–40.



[7-1] Harahap, T. R., Nasution, B., Nasution, F., & Harahap, A. N. (2023). Digital Narratives: The Evolution of Storytelling Techniques in the Age of Social Media. International Journal of Educational Research Excellence, 3(2). https://doi.org/10.55299/ijere.v3i2.1004



[7-2] West, C. H., Rieger, K. L., Kenny, A., Chooniedass, R., Mitchell, K. M., Klippenstein, A. W., Zaborniak, A.-R., Demczuk, L., & Scott, S. D. (2022). Digital Storytelling as a Method in Health Research: A Systematic Review. Qualitative Health Research, 32(13), 1975–1990. https://doi.org/10.1177/16094069221111118



 



[8-1] Deng, R., & Gao, Y. (2023). A review of eye tracking research on video-based learning. Education and Information Technologies, 28(6), 7671–7702. https://doi.org/10.1007/s10639-022-11486-7



[8-2] Busjahn, T., Schulte, C., Sharif, B., Bednarik, R., & Begel, A. (2014). Eye tracking in computing education. Proceedings of the Tenth Annual Conference on International Computing Education Research (ICER '14), 3–10. https://doi.org/10.1145/2632320.2632344



 



[10-1] Subhash, S., & Cudney, E. A. (2018). Gamified learning in higher education: A systematic review of the literature. Computers in Human Behavior, 87, 192–206. https://doi.org/10.1016/j.chb.2018.05.028



[10-2] Alexiou, A., & Schippers, M. C. (2018). Digital game elements, user experience and learning: A conceptual framework. Education and Information Technologies, 23(6), 2545–2567. https://doi.org/10.1007/s10639-018-9730-6



[13-1]Becker, C., Maemura, E., & Moles, N. (2020). The Design and Use of Assessment Frameworks in Digital Curation. Journal of the Association for Information Science and Technology, 71(1), 55–68. https://doi.org/10.1002/asi.24209



[13-2] O'Carroll, A., & MacLoughlin, D. (2018). Digital curation on a small island: A study of professional education in Ireland. Digital Library Perspectives, 34(1), 2–13. https://doi.org/10.1080/23257962.2018.1425135



[14-1] Ashok, M., Madan, R., Joha, A., & Sivarajah, U. (2022). Ethical framework for Artificial Intelligence and Digital technologies. International Journal of Information Management, 62, Article 102433. https://doi.org/10.1016/j.ijinfomgt.2021.102433



[14-2] Mü ller, Vincent C. (2022), ‘The history of digital ethics’, in Carissa Ve liz (ed.), Oxford handbook of digital ethics (Oxford: Oxford University Press). https://academic.oüp.com/edited-volüme/37078


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