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Department of Mathematics and Information Technology

Dr. Bai Shurui Tiffany

Assistant Professor

MSc(AI&EdTech) Programme Leader

Profile

Dr. Bai received her Ph.D. in e-learning environment from the University of Hong Kong (HKU) in 2022. Before that, she got a master degree in English linguistics from Renmin University of China (RUC) in 2018 and two bachelor degrees (English literature and economics) from Shandong University (SDU) in 2015. Her research interests lie in technology-enhanced learning, gamification, and intrinsic motivation to learn.

Research Interests

Technology-enhanced learning, gamification, and intrinsic motivation to learn.

For more information about my research:
Google Scholar: https://scholar.google.com/citations?hl=en&user=5h9lhLYAAAAJ
ResearchGate: https://www.researchgate.net/profile/Shurui-Bai

Selected Publications

Journal Publications

  • Bai, S., Hew, K.F., Gonda, D.E. et al. (2022). Incorporating fantasy into gamification promotes student learning and quality of online interaction. International Journal of Educational Technology in Higher Education, 19(1), 1-26. https://doi.org/10.1186/s41239-022-00335-9
  • Bai, S., Hew, K. F., Sailer, M., & Jia, C. (2021). From top to bottom: How positions on different types of leaderboard may affect fully online student learning performance, intrinsic motivation, and course engagement. Computers & Education, 173, 104297. https://doi.org/10.1016/j.compedu.2021.104297
  • Hew, K. F., Bai, S., Dawson, P., & Lo, C. K. (2021). Meta-analyses of flipped classroom studies: A review of methodology. Educational Research Review, 33, 100393. https://doi.org/10.1016/j.edurev.2021.100393
  • Hew, K. F., Bai, S., Huang, W., Dawson, P., Du, J., Huang, G., Jia, C., & Thankrit, K. (2021). On the use of flipped classroom across various disciplines: Insights from a second-order meta-analysis. Australasian Journal of Educational Technology, 37(2), 132–151. https://doi.org/10.14742/ajet.6475
  • Jia, C., Hew, K. F., Bai, S., & Huang, W. (2021). Adaptation of a conventional flipped course to an online flipped format during the Covid-19 pandemic: Student learning performance and engagement. Journal of Research on Technology in Education, 1–21. https://doi.org/10.1080/15391523.2020.1847220
  • Bai, S., Hew, K. F., & Huang, B. (2020). Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. https://doi.org/10.1016/j.edurev.2020.100322
  • Hew, K. F., Jia, C., Gonda, D. E., & Bai, S. (2020). Transitioning to the “new normal” of learning in unpredictable times: pedagogical practices and learning performance in fully online flipped classrooms. International Journal of Educational Technology in Higher Education, 17(1), 57. https://doi.org/10.1186/s41239-020-00234-x

Conference Publications

  • Bai, S., Hew, K. F., & Gonda, D. E. (2022). How Fantasy May Affect Student Engagement in Gamified Fully Online Classes: A Mixed-Method Study. 20th IEEE International Conference on Information Technology Based Higher Education and Training (ITHET).
  • Bai, S., Hew, K. F., Zhang, S., Huang, W. & Gonda, D. E (2022). Examining Effects of the Flipped Classroom in Science Education: A Meta-analysis. 2022 IEEE International Conference on Engineering, Technology, and Education (TALE).
  • Bai, S., Hew, K. F., & Gonda, D. E. (2021). Examining effects of different leaderboards on students’ learning performance, intrinsic motivation, and perception in gamified online learning setting. 2021 IEEE International Conference on Educational Technology (ICET), 36–41. https://doi.org/10.1109/ICET52293.2021.9563130
  • Bai, S., Gonda, D. E. Hew, & K. F., (2021). Effects of tangible rewards on student learning performance, knowledge construction, and perception in fully online gamified learning. 2021 IEEE International Conference on Engineering, Technology, and Education (TALE). https://doi.org/10.1109/TALE52509.2021.9678741
  • Bai, S., Hew, K. F., & Huang, B. (2019). Examining the effect of gamification in Information Science, Computer and Engineering Education: A meta-analysis of student learning performance. 2019 27th International Conference on Computers in Education (ICCE).

Selected Professional Services

Conference organization committee:

  • HKAECT 2020, 2021, 2022 International Conference, Hong Kong
  • ASIS&T Asia-Pacific Regional Conference 2019, Hong Kong & Cambodia

Awards

Teaching Award:
International Contest on Blended Teaching & Learning (ICBTL2021)
Project title: Stories in gamification works! Amplifying the positive effects of gamification through fantasy to enhance students' learning and engagement (Frist Prize) (Donn Emmanuel Gonda and Shurui Bai)

Research award:
Research Postgraduate Student Publication Award 2021 (Faculty of Education, HKU)
Awarded paper: Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts. Educational Research Review, 30, 100322. (Shurui, Khe Foon Hew, and Biyun Huang)

Conference scholarship:
Asia-Pacific Society for Computers in Education APSCE Merit Scholarship 2019 (APSCE)

 

Other information:

Click the Miro Board link below for more about my gamification design: https://miro.com/app/board/uXjVOGkT45w=/?invite_link_id=646563268179

 
Dr. Bai Shurui Tiffany

Dr. Bai Shurui Tiffany

Assistant Professor