Prof. JONG Siu-yung, Morris

BEng (PolyU); MSc, PCAEdS (HKU); PhD (CUHK)

Associate Professor, Department of Curriculum and Instruction
Director, Centre for Learning Sciences and Technologies
Dean of Students, Shaw College

Prof. JONG Siu-yung, Morris

Prof. JONG Siu-yung, Morris

Associate Professor

HTB Rm. 417
3943 6248
mjong@cuhk.edu.hk

Website
Introduction
Professor Jong’s research interests include learning sciences, gamification, educational VR, context-aware mobile learning, as well as teacher facilitation in technology-enhanced learning environment. The courses he teaches include Subject Curriculum Teaching (Information and Communication Technology), Leveraging Digital Technologies in Learning and Teaching, and Research on Learning Sciences and Technologies.
Other Positions (Selected)
  • Associate Editor, IEEE Transactions on Learning Technologies
  • Co-Chair, IEEE Education Society Technical Committee on Learning Sciences
  • Vice-President, China Association for Educational Technology Professional Committee on Game-based Learning
  • Chair, Educational Gamification and Game-based Learning SIG, Asia-Pacific Society for Computers in Education
  • Honourary Research Fellow, Learning Sciences Lab, Peking University

Research Areas
e-Learning, Educational Gamification, Learning Sciences, Learning Technologies, STEM Education, Teacher Professional Development on Technology-Enhanced Pedagogies
Publications (Selected)
Refereed Journal Papers
  1. Dong, A. M., Jong, M. S. Y., & Shang, J. J. (2019). Achievement pathway of higher-order thinking through classroom interactions in the flipped classroom. Modern Educational Technology, 29(2), 46-51.
  2. Jong, M. S. Y. (in-press). To Flip or not to flip: Social science faculty members’ concerns about flipping the classroom. Journal of Computing in Higher Education.
  3. Geng, J., Chai, C. S., Jong, M. S. Y., & Luk, E. T. H. (in-press). Understanding the pedagogical potential of interactive spherical video-based virtual reality from the teachers’ perspective through the ACE framework. Interactive Learning Environments.
  4. Jong, M. S. Y. (2019). Sustaining the adoption of gamified outdoor social enquiry learning in high schools through addressing teachers’ emerging concerns: A three-year study. British Journal of Educational Technology, 50(3), 1275–1293.
  5. Geng, J., Jong, M. S. Y., & Chai, C. S. (2019). Hong Kong teachers’ self-efficacy and concerns about STEM education. The Asia-Pacific Education Researcher, 28(1), 35-45.
  6. Jong, M. S. Y., Chen, G. W., Tam, V., & Chai, C. S. (in-press). Adoption of flipped learning in social humanities education: The FIBER experience in secondary schools. Interactive Learning Environments.
  7. Chang, S. C., Hsu, T. C., Chen, Y. N., & Jong, M. S. Y. (in-press). The Effects of Spherical Video-based Virtual Reality Implementation on Students’ Natural Science Learning Effectiveness. Interactive Learning Environments.
  8. Jong, M. S. Y., Chan, T., Hue, M. T., & Tam, V. (2018). Gamifying and mobilising social enquiry‐based learning in authentic outdoor environments. Educational Technology & Society, 21(4), 277–292.
  9. Lan, Y. J., Botha, A., Shang, J. J., & Jong, M. S. Y. (2018). Technology enhanced contextual game-based language learning. Educational Technology & Society, 21(3), 86–89.
  10. Jong, M. S. Y. (2017). Empowering students in the process of social inquiry learning through flipping the classroom. Educational Technology & Society, 20(1), 306–322.
  11. Jong, M. S. Y., Dong, A. M., & Luk, E. (2017). Design-based research on teacher facilitation practices for serious gaming in formal schooling. Research and Practice in Technology Enhanced Learning, 12(19), 1–16.
  12. Song, Y., Jong, M. S. Y., Chang, M., & Chen, W. (2017). “HOW” to design, implement and evaluate the flipped classroom? – A Synthesis. Educational Technology & Society, 20(1), 180–183.
  13. Rong, W. N., Jong, M. S. Y., & Shang, J. J. (2017). Research on Hong Kong middle school teachers’ information literacy. Modern Educational Technology, 27(2), 65–71.
  14. Jong, M. S. Y., & Tsai, C. C. (2016). Understanding the concerns of teachers about leveraging mobile technology to facilitate outdoor social inquiry learning: The EduVenture experience. Interactive Learning Environments, 24(2), 328–344.
  15. Jong, M. S. Y. (2016). Teachers’ concerns about adopting constructivist online game-based learning in formal curriculum teaching. British Journal of Educational Technology, 47(4), 601–617. 
  16. Jong, M. S. Y., & Shang, J. J. (2015). Impeding phenomena emerging from students’ constructivist online game-based learning process: Implications for the importance of teacher facilitation. Educational Technology & Society, 18(2), 262–283.
  17. Jong, M. S. Y. (2015). Does online game-based learning work in formal education at school? The Curriculum Journal, 26(2), 249–267.
  18. Shang, J. J., Jong, M. S. Y., & Chen, G. W. (2015). Learning sciences: Deepening education reform. China Educational Technology, 336, 6–13. 
  19. Jong, M. S. Y. (2014). Elementary students' view of collaborative knowledge building in LearningVillages. Interaction Design and Architecture(s), 21, 37–56.
  20. Jong, M. S. Y., Geng, J., & Jiang, Y. (2014). Application of LearningVillages-2 in collaborative inquiry learning. China Educational Technology, 324, 119–124.
  21. Jong, M. S. Y. (2013). Design and implementation of EagleEye—An integrated outdoor exploratory educational system. Research and Practices in Technology Enhanced Learning, 8(1), 43–64.
  22. Jong, M. S. Y., Geng, J., & Shang, J. J. (2013). A case study of the implementation of tablet-based e-textbook in English teaching and learning in Hong Kong. Modern Distance Education Research, 122, 92–99.
  23. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2011). An evaluative study on VISOLE—Virtual Interactive Student-Oriented Learning Environment. IEEE Transactions on Learning Technologies, 3(4), 307–318.
  24. Jiang, Y., Jong. M. S. Y., & Shang, J. J. (2011). A comparative study of game-based learning cases. Journal of Distance Education, 29(1), 105–110. (in Chinese)
  25. Jong, M. S. Y., Chen, W. Q., Tse, A. W. C., Lee, F. L., & Lee, J. H. M. (2010). Using posting templates for enhancing students’ argumentative elaborations in computer-supported collaborative inquiry learning. Research and Practices in Technology Enhanced Learning, 5(3), 275–294.
  26. Shang, J. J., & Jong, M. S. Y. (2009). The educational value of games. Journal of Distance Education, 17(1), 63–68.
  27. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2008). Harnessing games in education. Journal of Distance Education Technologies, 6(1), 1–9.
  28. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2008). FARMTASIA: An online game-based learning environment based on the VISOLE pedagogy. Virtual Reality, 12(1), 17–25.
  29. Shang, J. J., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2008). Motivation, effectiveness, and problems in educational games. eEducation Research, 75(6), 64–68. (in Chinese)
  30. Jong, M. S. Y. (2006). Post-graduate beginning teachers' IT competency empowerment. Asia-Pacific Cybereducation Journal, 2(1), 39–47.

Refereed Book Chapters
  1. Jong, M. S. Y., Cheung, K. K. F., Jiang, Y. C., Chan, To., Tam, V., & Hue, M. T. (2018). Mobile outdoor inquiry-based learning activities in Hong Kong. In D. Wu, & J. Y. Yao, Case studies of ICT in education worldwide 2016–2017 (pp. 38–56). Beijing: Being Normal University Press.
  2. Jiang, Y., Zhang, L., Shang, J. J., & Jong, M. S. Y. (2017). Game-based learning: Design and application. In H. Niemi, & J. Jia (Eds.), New ways to teach and learn in China and Finland (pp. 195–211). New York: Peter Lang.
  3. Jong, M. S. Y., Shang, J. J., & Tam, V. W. L. (2016). Using non-player characters to scaffold non-gamer students in serious gaming. In J. M. Spector, B. B. Lockee, & M. D. Childress (Eds.), Learning, design, and technology (pp. 1-19). Switzerland: Springer.
  4. Jong, M. S. Y. (2015). Context-aware geography field trip with EagleEye: Teachers’ first experience. In M. Chang, & Y. Li (Eds.), Smart Learning Environments (pp. 77–93). Heidelberg: Springer.
  5. Jong, M. S. Y., Lee, J. H. M., & Shang, J. J. (2013). Educational use of computer game: Where we are and what's next? In R. Huang, Kinshuk, & J. M. Spector, (Eds.), Reshaping learning: Frontiers of learning technology in a global context (pp. 299–320). Heidelberg: Springer.
  6. Shang, J. J., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2013). Problem solving processes and strategies in VISOLE. In H. Yang, & S. Wang (Eds.), Cases on e-Learning management: Development and implementation (pp. 223–239). New York: Information Science Reference.
  7. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2010). Constructivist learning through computer gaming. Technologies shaping instruction and distance education: New studies and utilization (pp. 207–222). New York: Information Science Reference.
  8. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2010). VISOLE—A constructivist pedagogical approach to game-based learning. In H. Yang, & S. Yuen (Eds.), Collective intelligence and e-learning 2.0: Implications of web-based communities and networking (pp. 185–206). New York: Information Science Reference.
  9. Jong, M. S. Y., Shang, J. J., Lee, F. L., Lee, J. H. M., & Law, H. Y. (2006). An exploratory study on teachers' perceptions of game-based situated learning. In R. Mizoguchi, P. Dillenbourg, & Z. Zhu (Eds.), Learning by effective utilization of technologies: Facilitating intercultural (pp. 525–532). Netherlands: IOS Press.
  10. Jong, M. S. Y., Shang, J. J., Lee, F. L., Lee, J. H. M., & Law, H. Y. (2006). Learning online: A comparative study of a game-based situated learning approach and a traditional web-based learning approach. In Z. Pan, R. Aylett, H. Diener, X. Jin, S. Gobel, & L. Li (Eds.), Lecture notes in computer science: Technologies for e-Learning and digital entertainment (pp. 541–551). Heidelberg: Springer.

Books
  1. 莊紹勇、蔣宇 及 董安美. (2015). 《遊戲化學習研究與實踐》. 中國北京: 北京師範大學出版社.
  2. 尚俊杰、蔣宇 及 莊紹勇. (2012). 《遊戲的力量》. 中國北京: 北京大學出版社.
  3. 莊紹勇 及 許碧欣. (2011). 《京港學校遊戲化協作探究學習》. 中國香港: 香港中文大學資訊科技教育促進中心.

Projects in Principal Investigator Capacity (External Grants, Selected)
  1. Integrating the flipped classroom paradigm into issue-based enquiry learning and teaching, funded by RGC-GRF (12/2017 – 01/2020).
  2. Pedagogical design and strategic use of mobile learning to enhance students’ engagement and learning effectiveness in secondary schools, funded by EDB (01/2018 – 01/2019).
  3. Strategic use of e-Assessment to enhance learning and teaching effectiveness, funded by EDB (11/2017 – 12/2018).
  4. Pedagogical design and strategic use of IT tools to enhance students’ computer-based collaborative problem solving skills, funded by EDB (11/2017 – 12/2018).
  5. Pedagogical design and strategic use of IT to enhance inquiry-based learning on climate change, funded by EDB (10/2017 – 09/2018).
  6. From “Coding” to “STEM”, funded by QEF (07/2017 – 10/2018).
  7. Introducing VR techniques into the learning and teaching of physical geography in secondary schools, funded by EDB (01/2017 – 12/2017).
  8. Harnessing mobile technology in outdoor experiential learning: Teacher facilitation in context-aware social inquiry, funded by RGC-GRF (01/2016 – 06/2018).
  9. Effective use of cloud computing to facilitate e-Learning in schools, funded by EDB (01/2016 – 12/2016).
  10. Enhancing WiFi infrastructure in schools, funded by EDB (01/2016 – 12/2016).
  11. Parent education on e-Learning, funded by EDB (01/2016 – 12/2016).
  12. ITEd professional development for teachers in special schools admitting students with intellectual disabilities, funded by EDB (11/2015 – 01/2017).
  13. Educational research on “Smart Classroom”, funded by ASTRI (02/2015 – 12/2015).
  14. Effective use of mobile apps and free online platforms to facilitate learning and teaching of physics, funded by EDB (12/2014 – 11/2015).
  15. “Flipped Classroom”: An alternative approach to enhance the effectiveness of learning and teaching in secondary schools, funded by EDB (12/2014 – 11/2015).
  16. Use of mobile devices and cross-platform applications to enhance the effectiveness and quality of learning and teaching in schools, funded by EDB (09/2014 – 08/2015).
  17. Design-based research on teacher facilitation in constructivist online game-based learning in formal school education, funded by RGC-ECS (01/2014 – 03/2016).
  18. Effective use of TAO to execute e-Assessment in primary education, funded by EDB (09/2014 – 08/2015).
  19. Effective use of TAO to execute e-Assessment in secondary education, funded by EDB (03/2014 – 02/2015).
  20. Educational research on digital game-based learning, funded by Foshan MoE (04/2013 – 03/2015).
  21. Use of mobile devices to enhance the quality of learning and teaching in primary schools, funded by EDB (09/2013 – 08/2014).
  22. Use of “MIT App Inventor” to enhance the quality of learning and teaching in computer subjects, funded by EDB (09/2013 – 08/2014).
  23. Use of “Microsoft Kodu Game Lab” to enhance the quality of learning and teaching in computer subjects, funded by EDB (09/2012 – 07/2013).
  24. Educational research on “Interactive displays for e-Classroom”, funded by ASTRI (01/2013 – 03/2014).
  25. Integration of free e-Learning Apps and mobile devices to enhance the effectiveness of learning and teaching of measures, shape and space dimension, funded by EDB (09/2012 – 07/2013).
  26. Pedagogical design and implementation of mobile GPS-based outdoor exploratory learning and teaching activities, funded by EDB (08/2012 – 06/2013).
  27. Promoting junior secondary students’ motivation and skills in issue-enquiry through inter-school game-based collaborative learning, funded by UGC (02/2012 – 07/2013).
  28. Using free web-based applications for learning and teaching with focuses on project-based learning and independent enquiry study, funded by EDB (12/2011 – 06/2012).
  29. Game-based collaborative inquiry learning between Hong Kong and Beijing primary schools, funded by QEF (10/2010 – 09/2011).