2017-04-20

Shang Junjie

Dr. Shang Junjie
Introduction :
Dr. Junjie Shang received his BSc and MSc from Peking University in 1996 and 1999 respectively, and got his PhD in education from The Chinese University of Hong Kong in 2007. He once served as Vice Dean of Graduate School of Education, and as Director of Department of Educational Technology of Peking University. Currently, he is a tenured associate professor and research professorship and also serves as the execute director of the Lab of Learning Sciences and the vice director of the Center for Research on Pre-K12 Education. Dr. Shang is also the President of the China Educational Technology Association Professional Community on Digital Game-based Learning, and the Vice President of the National Computer Based Education Society. Dr. Shang’s research interests include digital game-based learning, learning science and technology, educational technology leadership and policy. He has led many research projects, which are funded by National Science Foundation of China, National Social Science Foundation of China, Beijing Social Science Foundation, and so on. Dr. Shang has edited or authored more than 10 books, and published more than 70 papers. He has won many awards like “National Best Massive Open Online Courses”, “Best Textbooks Award in Beijing Municipal Education Commission”, “First-class Award for best-selling books In National College Press Association in China”, “Best Paper Award In the 11th Global Chinese Conference on Computers in Education”, and “First-class Award of Teaching in Peking University”, “First-class Award of Teaching in Beijing on Higher Education”, “Peking University Ng Teng Fong/Sino Scholarship For Outstanding Youth”.


Teaching Courses:
Learning Science and Technology
Educational Game Subject
Digital Learning and Digital Life
Gamification based innovative thinking


Research Field:
Game-based learning (Educational Game)
Learning science and technology
Educational technology leadership and policy


Main Publications:
Books
1. Shang, J.J.(2020). The handout of Online Education. East China normal university Press.
2. Shang, J.J.(2020). Research on the reshaping of future education. East China normal university Press.
3. Shang, J.J.(2019).the Pedagogy of Game-based Teaching. The Higher Education Press, 2019.
4. Shang, J.J. et. al. (2017).The Invisible leader——Leadership in the Information Age. Beijing Jiaotong University Press.
5. Shang, J. J., Jiang, Y., & Jong, M.S.Y. (2012). The Power of Game: Educational Game and Inquiry Learning. Beijing: Peking University Press.
6. Shang, J. J. (2002, 2004, 2009). Web-based Programming: ASP (1st, 2nd,3rdVersion). Beijing: Tsinghua University Press & Beijing Jiaotong University Press.
7. Shang, J.J. Zhao, H.X., & Ji, H. (2008). Information Technology Application Foundation ( 2nd Version). Beijing: China Railway Publishing House.
8. Shang, J.J. (2004). ASP.NET Programming. Beijing: Tsinghua University Press & Beijing Jiaotong University Press.


Book Chapters
1. Jong, M.S.Y., Lee, J.H.M., & Shang, J.J.(2013).Educational Use of Computer Games: Where We Are, and What’s Next. In R.H. Huang, & J.M. Spector.(Eds.) Reshaping Learning: Frontiers of Learning Technology in a Global Context(pp.299-320). Springer. ISBN: 978-3-642-32300-3.
2. Shang, J., Jong, M. S., Lee, F. L., & Man Lee, J. H. (2013). Problem Solving Processes and Strategies in the Virtual Interactive Student-Oriented Learning Environment. In H. Yang, & S. Wang (Eds.), Cases on E-Learning Management: Development and Implementation (pp. 223-239). Hershey, PA: Information Science Reference. doi:10.4018/978-1-4666-1933-3.ch011
3. Shang, J., Jong, M. S., Lee, F. L., & Man Lee, J. H. (2012). Problem Solving Processes and Strategies in the Virtual Interactive Student-Oriented Learning Environment. In H. Yang, & S. Wang (Eds.), Cases on E-Learning Management: Development and Implementation (pp. 223-239). Hershey, PA: Information Science Reference. doi:10.4018/978-1-4666-1933-3.ch011
4. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2010). Constructivist learning through computer gaming. In M. R. Syed (Ed.), Technologies shaping instruction and distance education: New studies and utilization (pp. 207-222). New York: Information Science Reference.
5. 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.


Journal Papers
1. Zeng, J. , Parks, S. , & Shang, J.J.(2020). To learn scientifically, effectively, and enjoyably: a review of educational games. Human Behavior and Emerging Technologies, 2020,2(2), 186-195. 
2. Zhang, L., Shang, J., Pelton, T., & Pelton, L. F. (2020). Supporting primary students' learning of fraction conceptual knowledge through digital games. Journal of Computer Assisted Learning, doi:10.1111/jcal.12422
3. Xiao, R., Xiao, H.M., Shang, J.J.(2020). Artificial intelligence and Educational Reform: Prospects, Difficulties, and Strategies. China Educational Technology, (04):75-86. 
4. Zhang,L., Hu, M.Y., Shang, J.J.(2020). A Qualitative Study on Students’ Learning Experiences in Game-based Learning. Distance Education In China, (03):35-41+80-81. 
5. Qu, X.M., Zeng, J.L., Shang, J.J.(2019). Gamification design model of MOOC: from the perspective of scenario approach. Distance Education In China,40(12):24-33+92-93.  
6. Pei, L.S., Shang, J.J.(2019). Return to the Nature of Education: The Origin and Development of Thoughts on Educational Games. Global Education,48(08):37-52. 
7. Zeng, J.L., Shang, J.J.(2019). A Review of Empirical Studies on Educational Games: 2013-2017. Distance Education In China, (05):1-10. 
8. Pei, L.S., Shang, J.J.(2019). Math Educational Games based on Learning Sciences:Design, Development and Application. China Educational Technology, (01):94-105. 
9. Zhang, L. & Shang, J.J. (2018). Studay on Game-based Learning Theory from the Perspective of Learning Experience.e-Education Research, 39(06):11-20+26.
10. Zhang, L., Wu, H., Xu, J., & Shang J.J. (2018). Abnormal Global Functional Connectivity Patterns in Medication-Free Major Depressive Disorder. Frontiers in Neuroscience, (12):1-7.
11. Shang, J.J. & Zhang, Y.L.(2018). "Internet +" and teaching reform in Colleges and Universities.Journal of Higher Education,39(05):82-88.
12. Shang, J.J., Pei, L.S., & Wu, S,C. (2018). A Systematic Review of Learning Sciences: History, Hotpots and Future. Educational Research,(3): 136-145.
13. Shang, J.J. & Pei, L.S.(2018). The Thoughts of Several Important Issues in the Development of Learning Sciences. Modern Educational Technology, 28(01) : 12-18. 
14. Zhu, Y., Pei, L.S., & Shang,J.J.(2017). The Integration Approach of Gamification and MOOC Videos: a Case Study on Teaching by Gamification MOOC.(2017). Journal of Distance Education, (6):95-103. 
15. Pei, L.S., Shang,J.J., & Zhou, X.L.(2017).  The Design of Educational Games based on Learning Sciences. China Educational Technology,2017,(10):60-69.
16. Wang, C.X., Li,H., & Shang,J.J.(2017). Application and Development Prospect of Educational Games Based on Virtual Reality and Augmented Reality. China Educational Technology,(08):99-107. 
17. Shang, J.J., & Zhang, L.(2017). Review of the Studies upon Game-based Learning from the Perspective of Cognitive Neuroscience. e-Education Research, 38(02):104-111. 
18. Pei, L.S., Shang, J.J., Ma, Y.P.  (2016).The Comparative Study of Exercises in two versions of Mathematics Textbooks for Chinese Elementary Schools: a Case Study of “Number, Addition and Subtraction within 20”. Curriculum, Teaching Material and Method,06:68-75+61. 
19. Jong, M. S.-Y., & Shang, 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.
20. Wang, Y. & Shang, J.J. (2015).The Empirical Study of College Students to Attend the Network Virtual Organizations. Journal of Higher Education Management,2015,05:1-9.
21. Shang, J.J. &Pei, L.S. (2015).Reshaping the Learning Style:The Core Value and Future Application in Education of Games. China Educational Technology,2015,05:41-49.
22. Shang, J.J., Jong, M.S.Y., &Chen, G.W.(2015).Learning Sciences: Promoting In-depth Reform of Education. China Educational Technology,(1):6-13. 
23. Pei, L.S. & Shang, J.J. (2015).The Context and Hotspot Analysis of Video Game and Education——The Bibliometric Results based on International Literature. Journal of Distance Education,(2):104-112. 
24. Shang, J.J., Xiao, H.M., & Jia, N. (2014).Literature Review of International Empirical Studies on Educational Games:2008-2012. e-Education Research, (1):71-78.
25. Fan, Q.L. & Shang, J.J.(2013). A review study of youth online entertainment behavior. Studies in Ideological Education, (11): 109-111.
26. Shang,J.J.The Educational Technology in Peking University——Integration and exploration. Peking University Education Review, (3): 66-79.
27. Sun, Y.C. & Shang, J.J.The Study of Virtual Organization and Leadership for University Students_the Case of BBS. Beijing Education, 2013, (1): 20-22.
28. Shang, J.J., Zhang, Z., Jong, M.S.Y., & Jiang, Y.(2012). Design and Application of a Game-based Online Curriculum. Journal of Distance Education,(4):66-72.
29. Shang, J.J., Jong, M.S.Y., & Jiang, Y(2011).Three-tier Difficulties and Obstacles Confronting Educational Games: Re-examining the Need of Developing Light Games. e-Education Research, (5):65-71.
30. Jiang, Y., Shang, J.J., &Jong, M.S.Y.(2011). Game-based Inquiry Learning: Design and Application. China Educational Technology, (5):84-91.
31. Jong, M.S.Y., Shang, J.J., Lee, F.L., Lee, J.H.M. An Evaluative Study on VISOLE—Virtual Interactive Student-Oriented Learning Environment[J]. IEEE Transactions on Learning Technologies,2011, 3(4): 307-318.
32. Shang, J.J.,Huo, X.D., & Sun, Y.C. (2010). The effect and guidance strategies of network opinion leaders inuniversity. China Youth Study, (8), 89-92.
33. Shang, J.J., & Jiang, Y. (2010). The opinion survey of the schoolmasters from developed areas oneducational game. E-education Research, (8), 100-105.
34. Shang, J. J., & Jong M. S. Y. (2009). The educational value of games. Journal of Distance Education, 17(1), 63-68.
35. 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.
36. Jong, M. S. Y., Lee, F. L., Lee, J. H. M., Luk, E. T. H., Shang, J. J., & Wong, M. K. H. (2008). FARMTASIA: An online game-based learning environment based on the VISOLE pedagogy. Virtual Reality, 12(1), 17-25.
37. Shang, J. J., Jong M. S. Y., Lee, F. L., & Lee, J. H. M. (2008). Motivation, effectiveness, and problems in educational games.E-education Research, 75(6), 64-68. 
38. Shang, J. J., Jong M. S. Y., Lee, F. L., & Lee, J. H. M. (2008). Using case study research in game-based learning: Our empirical experience. Modern Educational Technology, 18(6), 20-23.
39. Shang, J. J., Jong M. S. Y., Lee, F. L., & Lee, J. H. M. (2008). A case study of learning behavior in game-based Learning: Implication for educational game design.China Educational Technology, 2, 67-71. 
40. Shang, J. J., Jong M. S. Y., Lee, F. L., & Lee, J. H. M. (2007). Motivational strategies in VISOLE: Do they work? Global Chinese Journal of Computers in Education, 5(1, 2), 72-84. 
41. Shang, J. J., Jong M. S. Y., Lee, F. L., & Lee, J. H. M. (2007). An empirical study of on-line game players’ motivation. Global Chinese Journal of Computers in Education, 4(1, 2), 65-84. 
42. Shang, J. J., Jong, M. S. Y., Lee, F. L., Lee, J. H. M., & Law, H. Y. (2006). Computer games in education: A comparative study between Hong Kong and Beijing. Journal of Computational Information Systems, 2(2), 481-487.
43. Shang, J. J., Lee, F. L., &Lee, J. H. M. (2005). Light game: The future of the digital game-based learning. E-education Research, (1), 24-26.


Conference Papers
1. Shang,J.J., Xiao,R., Zhang,Y.Y.(2020). A Sequential Analysis on the Online Learning Behaviors of Chinese Adult Learners: Take the KGC Learning Platform as an Example.//13th International Conference on Blended Learning (ICBL 2020) Proceedings. Bangkok, Thailand, springer, 61-76. 
2. Shang J.J., Zhang L., Hu R.N., Ma S.J., Zeng J.l., Yuan M.Z., Sun J.G. How to Support Fraction Learning with Math Game "Run Fraction": Theory, Design and Application[A]. //Proceedings of International Conference on Computers in Education (Extended Summary Proceedings) [C]. Manila: The Ateneo de Manila University, 2018:20-22.
3. Zeng J.L., Shang J J. A Review of Empirical Studies on Educational Games 2013-2017[A]. //Proceedings of International Conference on Computers in Education [C]. Manila: The Ateneo de Manila University, 2018:533-542.
4. Yuan, M.Z.& Shang, J.J. Values and Design Strategies of Emotional Design in Educational Games[C]// International Conference on Computers in Education, 2018:583-588.
5. Hu R., Shang J., Xia Q. (2019). A Study of Primary School Pupils’ Motivation, Emotional Intelligence and Attentional Control Ability[A]. //Cheung S., Lee LK., Simonova I., Kozel T., Kwok LF. (eds) Blended Learning: Educational Innovation for Personalized Learning[C]. ICBL 2019. Lecture Notes in Computer Science, vol 11546. Springer, Cham, 2019:327-338.
6. Zeng J.L., Shang J J. (2018).A Review of Empirical Studies on Educational Games 2013-2017[A]. Proceedings of International Conference on Computers in Education [C]. Manila: The Ateneo de Manila University.
7. Shang J.J., Zhang L., Hu R.N., Ma S.J., Zeng J.l., Yuan M.Z., Sun J.G. (2018).How to Support Fraction Learning with Math Game "Run Fraction": Theory, Design and Application[A]. Proceedings of International Conference on Computers in Education [C]. Manila: The Ateneo de Manila University.
8. Hu, R. & Shang, J.J.(2018). Application of Gamification to Blended Learning in Elementary Math Instructional Design[C]// Blended Learning: Enhancing Learning Success. The proceeds of International Conference on Blended Learning. Springer, Cham:93-104. 
9. Ma, S., Shang, J, Xiao, H. A (2017).Curriculum Design to Cultivate Creative Thinking Through Educational Games[C]// Blended Learning: New Challenges and Innovative Practices. The Proceedings of International Conference on Blended Learning. Springer, Cham:453-463. 
10. Zhu, Y., Pei, L., & Shang, J. (2017).Improving Video Engagement by Gamification:, A Proposed Design of MOOC Videos[C]// Blended Learning: New Challenges and Innovative Practices. The Proceedings of International Conference on Blended Learning. Springer, Cham:433-444. 
11. Zhang, L. & Shang, J.J. (2016). Understanding the Educational Values of Video Games from the Perspective of Situated Learning Theory and Game Theory[A]. //Proceedings of International Conference of Educational Innovation through Technology(EITT 2016). 
12. Zhang, L., Shang, J.J. (2015).How Video Games Enhance Learning ---A Discussion of James Paul Gee’s Views in his Book What Video Games Have to Teach Us about Learning and Literacy [A]. In Simon K.S. et al., Hybrid Learning: Innovation in Educational Practices[C]. Springer, LNCS9167: 404-411.
13. Shang, J.J., Cao, P.J., &Nie, H. (2014). The Latest Development of Education Informatization in North America and Its Implications[A]. //Proceedings of International Conference of Educational Innovation through Technology(EITT 2014): 170-175. (IEEE, 10.1109/EITT.2014.35)
14. Jong, M. S. Y., & Shang J. J. (2014). Replacing Conventional Classroom Teaching by Constructivist Online Game-based Learning: Will It Work in Formal School Education? [R]Paper presented at British Educational Research Association Annual Conference 2014 (BERA 2014), London, United Kingdom.
15. Nie, H., Xiao, H.M.., Shang, J.J. (2014). A Critical Analysis of the Studies on Fostering Creativity through Game-Based Learning[A]. In Cheung, S. K.S., et al., Hybrid Learning: Theory and Practice[C]. Springer: 278-287.
16. Shang, J.J., Jong. M.S.Y., Dong, A.M., Chen, F. (2013).Design and Application of Game-based Online Course Based on Blended Learning Theory[A]. Proceedings of the International Conference on Hybrid Learning( ICHL2013), Toronto, Canada, 39-45.
17. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2011). A case study of an academic achievement-oriented student in game-based learning. Proceedings of the 11th IEEE International Conference on Advanced Learning Technologies (pp. 7-11). Athens, Georgia, USA.
18. Shang, J.J. (2013). Education Process Reengineering: MOOC and Reform of Higher Education. Proceedings of the Beijing Forum, Beijing, China.
19. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2010). A case study of a non-gamer student’s learning process in VISOLE. Proceedings of the 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). Kaohsiung, Taiwan, China.
20. Jiang, Y., Zhang, J.S., & Shang, J.J. (2009). The Application values of educational games in comprehensive practical course. Proceedings of the8thEducational Technology International Forum (pp. 419-424). Xuzhou, China.
21. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2008). Teachers’ concerns about the implementation of the VISOLE pedagogy. Proceedings of the 16thInternational Conference on Computers in Education (ICCE 2008):Building and Cross-Fertilizing Theme-Based Research Communities(pp. 665-672). Taipei, Taiwan.
22. Shang, J. J., & Jong, M.S.Y. (2008). Educational games: Development aspects, difficulties and obstacles. Proceedings of the 7thEducational Technology International Forum (pp. 119-125). Jinan, China.
23. Shang, J. J., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2008). VISOLE: An example of hybrid learning. Proceedings of International Conference on Hybrid Learning and Education 2008 (pp. 348-358). HKSAR, China. Heidelberg: Springer. 
24. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2007). An exploratory study on VISOLE—A new game-based constructivist online learning paradigm. Paper presented at America Educational Research Association Annual Convention 2007 (AERA 2007). Chicago, IL.
25. Shang, J. J., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2007). A pilot study on Virtual Interactive Student-Oriented Learning Environment. Proceedings of the 1st IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGTEL 2007) (pp. 65-72). Jhongli, Taiwan.Los Alamitos, CA: IEEE Computer Society. 
26. 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. Proceedings of the 14th International Conference on Computers in Education (ICCE2006): Learning by effective utilization of technologies: Facilitating intercultural (pp. 525-532). Beijing, China.Netherlands: IOS Press.
27. Shang, J. J., Jong, M. S. Y., Lee, F. L., &Lee, J. H. M. (2006). Using the "Record-Replay" function for elaboration of knowledge in educational games. Proceedings of the 14th International Conference on Computers in Education (ICCE2006): Learning by effective utilization of technologies: Facilitating intercultural(pp. 503-506).Beijing, China. Netherlands: IOS Press.
28. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2006). What teachers should know about digital game-based learning. Workshop Proceedings of the 14th International Conference on Computers in Education (ICCE 2006): Pedagogical Design of Educational Games (pp. 33-40). Beijing, China.
29. Shang, J. J., Jong, M. S. Y., Lee, F. L., & Lee, J. H. M. (2006). VISOLE: A new game-based situated learning paradigm. Proceedings of the 6th IEEE International Conference on Advanced Learning Technologies (pp. 1082-1083).Kerkrade, Netherlands.
30. 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 situated game-based learning approach and a traditional web-based learning approach. In Z. Pan, R. Aylett, H. Diener, X. Jin, S. Gobel, & L. Li (Eds.), Proceedings of the International Conference of Edutainment 2006: Technologies for E-Learning and Digital Entertainment (pp. 541-551). Heidelberg: Springer.
31. Jong, M. S. Y., Shang, J. J., Lee, F. L., & Lee, J. H. M. (2006). A new vision for empowering learning and teaching with IT: The VISOLE approach. Proceedings of the Hong Kong International IT in Education Conference 2006: Capacity building for learning through IT (pp.18-25). HKSAR, China.
32. Shang, J. J., Jong, M. S. Y., Lee, F. L.,& Lee, J. H. M. (2006). Educational games@CAITE: Research and application.Proceedings of the Hong Kong International IT in Education Conference 2006: Capacity building for learning through IT (pp. 303-313). HKSAR, China.   
33. Shang, J.J., Lee, F.L., Lee, J.H.M. (2005). Light game: The future of the digital game-based learning. Proceedings of the 16th International Conference of Society for Information Technology & Teacher Education (SITE2005) (pp. 722-725). Phoenix, USA.
34. Shang, J.J., Lee, F.L., Lee, J.H.M (2006). Design strategies and principles in VISOLE. Proceedings of The 6th IEEE International Conference on Advanced Learning Technologies (ICALT 2005) (pp. 879-882). Netherlands. 
35. Shang, J.J., Fei, L. & Gao, L.M. (2002). Evaluation Research on Web-based Multimedia Instructional Software[A].  Proceedings of the 16th Asian Association of Open Universities (AAOU) Annual Conference. Seoul,South Korea.


Main Projects:
2017.1-2018.12 The Development Trend and Real Demand of Learning Sciences, and its Possible Research Supporting Mechanism by National Science Foundation of China
Funded by Emergency Management Project of National Natural Science Foundationof China in 2016, China(No: L1624017)
2016.9-2019.12 Research upon Learning and Teaching Practice Based on Game-based Learning
Funded by Key Project of Beijing 13th Five-year Plan for Educational Science in 2016, China. (No:CAHA16052)
2013-2016 Theoretical and Practical Research on the Cultivation of Students' Creativity by Educational Games
Funded by General project of Humanities and Social Sciences of the Ministry of Education, China (No:13YJA880061)
2013-2016 The strategies to cultivate the creative thinking based on the game based learning”
Funded by Beijing philosophy and social science planning project(No:13JYB011)
2010-2013 “The Network Virtual Organization and Administrative Strategies from University Students in Beijing.”
Funded by Beijing Eleventh Five-year Plan for Educational Sciencein 2009, China;(No: CJA10242)
2009-2014 “The Current Situation Investigationand Countermeasure Research of the Student’s Web Life”
Funded by National Key Fund in Education, National Social Science Foundation, China(No: ACA090008);
2009-2013 “Practical Research and Theories on the Use of Educational Games to Enrich and Deepen Teaching and Learning under the Integrated Practical Activity Curriculum”
Funded by National Youth Fund in Education, National Social Science Foundation, China(No: CCA080229).
2009.1– 2009.12 “A Comparative Study of IT in Inquiry-based Learning Curriculum in East Asia”
Funded by Tongshan Educational Foundation, Peking University


Main Professional Honors & Awards:
2018 the Best Overall Paper Nominee in International Conference on Computers in Education
In ICCE 
2018 Second Price of the teaching achievement in Higher Education in China
In China
2018 Peking University Beijing Bank Teacher Award
In Peking University
2017 National Best Online Open Course
In China
2017 First Price of the teaching achievement in Higher Education in Beijing
In Beijing
2012 “Huang Tingfang&Xinhe”Outstanding Young Scholar Award
In Peking University
2010 Best TextbooksAward
In publishing companies association in China
2009 First-class Award of Teaching
In Peking University
2009 Best Paper Award
In the 13th Global Chinese Conference on Computers in Education (GCCCE 2009)
2006 First-class Prize for best-selling books Award
In National College Press Association in China
2004 Best TextbooksAward
In Beijing Municipal Education Commission


Academic Exchange:
- Programme Committee Member of the  International Conference on Blended Learning 2019 (ICBL 2019)
- Programme Committee Member of the  International Conference on Blended Learning 2019 (ICBL 2018)
- Programme Committee Member of the  2018 International Conference on Computers in Education (ICCE 2018)
- Chair of the  International Conference on Blended Learning 2017 (ICBL 2017)
- Chair of the  International Conference on Blended Learning 2016 (ICBL 2016)
- Co-chair of Sub Conference of the  20th Global Chinese Conference on Computers in Education (GCCCE 2016)
- Chair of Sub Conference of the 19th Global Chinese Conference on Computers in Education (GCCCE 2015)
- Chair of Organization Committeeof the 17th Global Chinese Conference on Computers in Education (GCCCE 2013)
- Co-chair of Programme Committee of the 1st& 2ndDigital Game-based Learning Conference (DiGL2009&DiGL 2010)
- Co-chair of Sub Conference of the 13th Global Chinese Conference on Computers in Education (GCCCE 2009)
- Publicity Chair of the 5th International Conference of E-learning and Game (Edutainment 2010)



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