Professor Masami Yoshida

Chiba University, Japan

Masami Yoshida was born in Osaka, Japan in 1957. His major is in educational technology and B.Sc. and M.Edu. He used to work in the Faculty of Education, Toyama University, and did studies about preservice trainings. Then, he moved to National Institute of Multimedia Education and engaged a research project for faculty development. He also had experiences to contribute to Japan International Cooperation Agencies (JICA) as an expert and was dispatched to Thailand, Malaysia, and Papua New Guinea for educational development there. Recently, he provided training for directors of educational TV from African, South American and Asian countries in a JICA training center. Now, he works in the fields of public education, studies of public affairs, Graduate School of Social Sciences and Humanities, Chiba University, Japan. His recent publication is “Countermeasures and culture preparation of cyberbullying”, the center for research and development in teacher education, Faculty of Education, Chiba University (ed.), Tokyo: Hukumura Pub. Prof. Yoshida is a member of the Japan Society for Educational Technology, Japan Association for Educational Media Society, Japan Society for Information and Systems in Education, and Japan Association for College and University Education.


Professor Ching-Man Lam

The Chinese University of Hong Kong, Hong Kong

Ching-Man Lam is a professor of the Department of Social Work of The Chinese University of Hong Kong. She obtained her bachelor degree in social work at the Chinese University of Hong Kong, MSW at McGill University and the doctor of philosophy at the Wilfrid Laurier University, Canada. Her research interests are in the areas of parenting and parent education, marital and family therapy, family and parent empowerment, adolescence and family studies, and social work & field education. She has published more than 70 refereed journal articles.



Professor Jon-Chao Hong

National Taiwan Normal University, Taipei, Taiwan


Jon-Chao Hong has received his doctoral degree in Education from the University of Illinois, Champaign-Urbana, and is currently working as a Chair professor in the department of industrial education at National Taiwan Normal University (NTNU). As the director of Digital Game-based Learning Laboratory (GBL), he has developed 9 web games, 24 educational Apps and VR for skill training and language learning.
As the secretary general of Taiwan Creativity Development Association, he also organizes several creative contests relevant to STEAM, such as PowerTech Contest to invite elementary, junior and senior high school students to produce robots or miniatures in the morning and using these to compete in the afternoon to ensure students’ hands-on creation without parents or teachers’ assistance. As the executive secretary of International Exhibition for Young Inventors (IEYI), he also promotes the innovative contest to give students an opportunity to stimulate their science inquiry abilities, and also cultivated students’ creativity and thinking attitude of STEAM. In addition, he has published a number of academic articles in international journals related to digital game-based learning and thinking skills and creativity about 45 articles on Social Sciences Citation Index (SSCI) journals and received the Outstanding Research Prize from Ministry of Science and Technology in Taiwan.

Speech TItle: Educational Game Design and Research

Abstract: Each game contains different knowledge ability (crystallize intelligence) and thinking ability (fluid intelligence). Knowledge-based aspects covers language learning, life sciences, social sciences and knowledge of multi-disciplines, while the thinking ability includes logical thinking, reasoning thinking, divergent thinking, convergent thinking and other kinds of thinking ability training, for example “Chinese Remote Association Game” App and “v-Aquarium” App through the design of the game mechanism allowing students to carry out abductive reasoning ability for “attribution thinking,” and enhancing the motivation of knowledge exploring; and the use of “convergent thinking.” “Gestalt puzzle” App and “Salience approaching world” use saliency-based theory as the core of game design, in the course of the game, students need to look at the image for clues to identify the characteristics which trains students’ object identification by using gestalt inference ability. “Whywhy POE” App through (Prediction), (Observation) phenomenon and science (Explanation) of science inquiry-based learning (POE) to develop students to be able to self-study and science reasoning ability. “Challenge your memory” App through cognitive training in the process of playing the game and led students use strategies of memory. “O’Touch” App is designed to develop the ability to categorize of logic thinking.


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