跳至主導覽
跳至搜尋
跳過主要內容
澳門理工大學 首頁
English
中文
首頁
研究單位
研究成果
學術履歷
新聞/媒體
按專業知識、姓名或所屬機構搜尋
連絡專家
查看斯高帕斯 (Scopus) 概要
張 紅峰
Associate Professor
Associate Professor
,
Faculty of Humanities and Social Sciences
電話
8795 0792
電子郵件
hfengzhang
mpu.edu
mo
h-index
457
引文
10
h-指數
按照存儲在普爾(Pure)的出版物數量及斯高帕斯(Scopus)引文計算。
2016
2025
每年研究成果
概覽
指紋
網路
研究成果
(112)
新聞/媒體
(22)
類似的個人檔案
(3)
指紋
查看啟用 HONGFENG ZHANG 的研究主題。這些主題標籤來自此人的作品。共同形成了獨特的指紋。
排序方式
重量
按字母排序
Social Sciences
Macao
70%
University Students
56%
Electronic Learning
55%
China
33%
Vocational Education
29%
Structural Equation Modeling
21%
Green Innovation
21%
Knowledge Map
21%
Student Learning
19%
Comparative Analysis
19%
Bibliology
18%
Qualitative Research
16%
Artificial Intelligence
16%
Chinese
14%
Boundaries
14%
Case Study
14%
Coupling Coordination
14%
Tourism
14%
COVID-19
14%
Scientific Innovations
13%
Technology Acceptance Model
13%
Information Technology
11%
In-Depth Interview
11%
Economic and Social Development
10%
Cooperative
10%
Learning Experience
10%
COVID 19 Epidemic
10%
Basic Education
9%
Sustainable Development
8%
Formative Assessment
8%
Cultural Differences
8%
Data Envelopment Analysis
8%
Industry and Education
8%
Panel Data
8%
Emotions
7%
Grounded Theory
7%
Hotel Management
7%
Intercultural Education
7%
High School Student
7%
Cultural Education
7%
Behavior Pattern
7%
Textual Analysis
7%
Supply Chain Management
7%
Gamification
7%
Cultural Diversity
7%
Online Interaction
7%
Social Participation
7%
Metaverse
7%
English as a Foreign Language
7%
Self-Management
7%
Psychology
College Students
100%
Online Learning
83%
Gamification
38%
Artificial Intelligence
28%
Subjective Norm
28%
Psychology
20%
Learning Style
19%
Intrinsic Motivation
17%
Qualitative Research
14%
Thematic Analysis
14%
Perceived Stress
14%
Mediation Model
14%
Semistructured Interview
14%
Mindset
14%
Critical Thinking
14%
Perceived Behavioral Control
13%
Education Research
9%
Theory of Planned Behavior
9%
Statistical Analysis
9%
Autonomy
9%
Self-Determination Theory
9%
Information Technology
8%
Social-Emotional Learning
7%
Qualitative Study
7%
Case Study
7%
Behavioral Disorder
7%
Systems Theory
7%
High School Student
7%
Narrative Analysis
7%
Cultural Diversity
7%
Self-Perception
7%
Social Development
7%
Mood
7%
Mixed Model
7%
Bounded Rationality
7%
Self-Management
7%
Self-Continuity
7%
Cognitive Process
7%
Information Overload
7%
Realization
7%
Organizational Context
7%
Self-Determination
7%
Self-Efficacy
7%
Higher-Frequency Word
7%
Gambling
7%
Gaming
7%
Meta-Analysis
7%
Learner Engagement
7%
Academic Procrastination
7%
Cortisol
7%
Computer Science
Electronic Learning
48%
Gamification
26%
Empirical Research
19%
Learning Style
14%
Case Study
14%
Influencing Factor
13%
Learning Experiences
12%
Subjective Norm
11%
Prediction Model
10%
External Variable
9%
Guangdong Province
9%
Spatial Distribution
9%
Fuzzy-Set Qualitative Comparative Analysis
8%
Comparative Analysis
8%
Constructive Alignment
8%
Government Intervention
7%
Student Engagement
7%
Theoretical Research
7%
Innovation Performance
7%
Mobile Banking
7%
Management Information System
7%
Supply Chain
7%
Online Assessment
7%
game based learning
7%
Behavioral Engagement
7%
Learning Technology
7%
Subjective Feeling
7%
Contextual Condition
7%
Positive Development
7%
Online Platform
7%
Economic Transformation
7%
Internet Era
7%
Healthy Development
7%
Interaction Process
7%
Learning Opportunity
7%
Visual Learning Style
7%
Process Innovation
7%
Independent Concept
7%
Basic Education
7%
Spatial Concentration
7%
Group Variation
7%
Employment Rate
7%
Talent Development
7%
High Clustering
7%
Related Document
7%
Knowledge Map
7%
Artificial Intelligence
7%
Underlying Mechanism
7%
Bibliometric Analysis
7%
Smart City
7%