Shufan Yu 余舒凡 bio photo

Virtual makes reality better

Email

My CV

Google Scholar

ResearchGate

Updates
9/2025
Present and talk my research with Prof. Johan MÅRTENSSON's at BLC lab
6/2024
Got published several co-authored papers on BJET
12/2023
Pass my P.hD. Dissertation defence, formally become a doctor!
10/2023
Join the quantitative ethnography seminar that hosted by Dr. David Shaffer (Shanghai)
10/2023
Pass the dissertation mid-term examination (Wuhan)
04/2022
Participate in AERA 2022 (San Diego, CA, USA)
11/2021
Become a visiting scholar in embodied games lab at Arizona State University (Tempe, AZ, USA)
09/2019
Start my PhD program in virtual learning lab at CCNU (Wuhan, China)

Curriculum Vitae

Latest Update (PDF): 19th October 2025
📂 CV English


Latest Update (Page): 3rd Dec 2025

Shufan Yu


Brain, Language, and Computation Lab
Department of Language Science and Technology, Faculty of Humanities
The Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong
✉️ : shufan.yu1@gmail.com
: https://www.researchgate.net/profile/Shufan_Yu


EDUCATION & EXPERIENCE

2024 - 2026 Postdoctoral fellow in Brain, Language, and Computation Lab. Advisor: Prof. Ping Li
       The Hong Kong Polytechnic University, Hung Hom, Kowloon, Hong Kong
2019 - 2023 Ph.D. in Educational Technology. Advisor: Dr. Qingtang Liu
       Virtual Learning Lab, Central China Normal University, Wuhan, China
2021 - 2022 Visiting Scholar in cognitive psychology.Advisor: Dr. Mina C. Johnson-Glenberg
       Embodied Games Lab, Arizona State University, Tempe, AZ, USA
2016 – 2019 M.S. in Educational Technology. Advisor: Dr. Qingtang Liu
       Virtual Learning Lab, Central China Normal University, Wuhan, China
2012 – 2016 B.E. in Digital Media Technology, 2016
       Yancheng Teachers University, Yancheng, China


RESEARCH

Research interest

  • XR-based Learning
  • Cognitive neuroscience
  • Embodied cognition
  • Pedagogical agent/avatar

Research project

  1. 2022-2023 Research on the effect of level of embodiment and external representation of a virtual real mixed electric circuit on students’ learning performance (funded by excellent doctoral dissertation project of Central China Normal University; Grant No: 2022YBZZ025)
    PI : Investigate the effects of some design factors (e.g., embodiment, representation) of an AR-based electric circuit learning tool on students’ learning.

  2. 2020-2021 Research on Key Technologies of constructing Virtual and Real Fusion Experimental Environment (funded by excellent doctoral dissertation project of Central China Normal University; Grant No: 2020YBZZ037)
    PI : Investigate the key technology to develop assemble and deducible experimental components for an AR-based electrical experiment.

  3. 2019-2020 Research on the development and implementation of an AR-based magnetism learning tool (funded by innovation project of graduate students of Central China Normal University; Grant No: 2019CXZZ038)
    PI : Investigate the key technology to develop a virtual-real mixed magnetism learning tool and conduct a quasi-experiment to explore its effects.

  4. 2018-2020 Research on development system for virtual and real fusion experiments of multimodal natural interaction (funded by self-determined researcher funds of CCNU from the colleges’ basic research and operation of Ministry of Education in China; Grant No: CCNU18JCXK03)
    Co-PI : Design, develop, and assessment the AR/VR-based instructional virtual experiments.

  5. 2016-2019 Key Technology Research and Demonstration of Tujia music culture digital protection and display (funded by Chinese National Key Technology Research and Development Program of the Ministry of Science and Technology of China; Grant No: 2015BAK03B03)
    Co-PI : Design and develop the Tujia virtual dance teaching system based on Kinect


Journal articles (* corresponding author)

  1. Gong, X., Yu, S.*, Guan, X., & Qiao, A. (2026). Learners’ interaction patterns in collaborative programming: an integration of the social epistemic interactions. Educational Technology & Society, 29(1), 25-41. doi:10.30191/ETS.202601_29(1).RP02

  2. Ma, J., Liu, Q., Yu, S., Liu, J., Li, X., & Wang, C. (2025). What factors influence scientific concept learning? A study based on the fuzzy‐set qualitative comparative analysis. British Journal of Educational Technology, 56(1), 250–275. https://doi.org/10.1111/bjet.13499

  3. Ma, J., Liu, Q., Yu, S., Li, X., & Liu, J. (2025). Prompting scientific concept learning in augmented reality: impact of the concept map strategy on mental models and cognitive load. Educational Technology Research and Development, 0123456789. https://doi.org/10.1007/s11423-025-10470-5

  4. Chen, F., Zhang, S., Liu, Q., Yu, S., Li, X., & Zheng, X. (2025). Supporting learning performance improvement: Role of online group assessment. Education and Information Technologies, 30(1), 1239–1264. https://doi.org/10.1007/s10639-024-12907-5

  5. Gong, X., Xu, W., Yu, S., Ma, J., & Qiao, A. (2025). Enhancing computational thinking and spatial reasoning skills in gamification programming learning: A comparative study of tangible, block and paper‐and‐pencil tools. British Journal of Educational Technology, 56(1), 80–102. https://doi.org/10.1111/bjet.13482

  6. Yu, S. , Liu, Q., Liu, J., Ma, J., & Yang, Y. (2023). Integrating augmented reality into acoustics learning and examining its effectiveness: a case study of Doppler effect. Education and Information Technologies. https://doi.org/10.1007/s10639-023-12091-y

  7. Liu, J., Liu, Q., Yu, S., Ma, J., Liu, M., & Wu, L. (2023). How do autonomy and learner characteristics combine to influence learners’ learning outcomes and cognitive load in virtual reality learning environments? A fuzzy-set qualitative comparative analysis approach. Education and Information Technologies, 0123456789. https://doi.org/10.1007/s10639-023-12262-x

  8. Gong, X., Yu, S., Xu, J., Qiao, A., & Han, H. (2023). The effect of PDCA cycle strategy on pupils’ tangible programming skills and reflective thinking. Education and Information Technologies, 0123456789. https://doi.org/10.1007/s10639-023-12037-4 (Corresponding author)

  9. Johnson-Glenberg, M. C., Yu, C. S. P., Liu, F., Amador, C., Bao, Y., Yu, S., & LiKamWa, R. (2023). Embodied mixed reality with passive haptics in STEM education: randomized control study with chemistry titration. Frontiers in Virtual Reality, 4(July), 1–20. https://doi.org/10.3389/frvir.2023.1047833

  10. Yu, S., Liu, Q., Johnson-Glenberg, M. C., Han, M., Ma, J., Ba, S., & Wu, L. (2023). Promoting musical instrument learning in virtual reality environment: Effects of embodiment and visual cues. Computers & Education, 198, 104764. https://doi.org/10.1016/j.compedu.2023.104764

  11. Liu, Q., Ma, J., Yu, S., Wang, Q., & Xu, S. (2023). Effects of an Augmented Reality-Based Chemistry Experiential Application on Student Knowledge Gains, Learning Motivation, and Technology Perception. Journal of Science Education and Technology, 32, 153–167. https://doi.org/10.1007/s10956-022-10014-z

  12. Yu, S., Liu, Q., Ma, J., Le, H., & Ba, S. (2022). Applying Augmented reality to enhance physics laboratory experience: does learning anxiety matter? Interactive Learning Environments, 1–16. https://doi.org/10.1080/10494820.2022.2057547

  13. Wang, C., & Yu, S. (2023). Tablet-to-student ratio matters: Learning performance and mental experience of collaborative inquiry. Journal of Research on Technology in Education, 55(4), 646–662. https://doi.org/10.1080/15391523.2021.2015018 (Corresponding author)

  14. Liu, Q., Yu, S., Chen, W., Wang, Q., & Xu, S. (2021). The effects of an augmented reality based magnetic experimental tool on students’ knowledge improvement and cognitive load. Journal of Computer Assisted Learning, 37(3), 645–656. https://doi.org/10.1111/jcal.12513 (Corresponding author)

  15. Yang, W., Qingtang, L., Haoyi, H., Hairu, Y., Shufan, Y. , Huixiao, L., & Yangyang, Y. (2018). Personal Active Choreographer: Improving the Performance of the Tujia Hand-Waving Dance. IEEE Consumer Electronics Magazine, 7(4), 15–25.


Conference proceedings

  1. Yu, S., Liu, Q., Ye, R., Xu, S., Li, P. (2026) Emotional Incongruency in Pedagogical Agents: The Superior Impact of Positive Tone Over Positive Visuals, AERA 2026 (accepted and will present), Los Angeles, CA, USA.

  2. Liu, Q., Sun, L., Ma, J., Yu, S., & Wu, L. (2023). Geometry Wall: An Embodied Gesture-based Game for Supporting Spatial Ability. 2022 IEEE International Conference on Teaching, Assessment and Learning for Engineering (TALE), 258–263.

  3. Johnson-Glenberg, M. C., Kapadia, A., Liu, F., Likamwa, R., Yu, S., Bennett, A., Kosa, M., Bao, Y., Balanzat, D., & Yu, C. S. P. (2022). XR - Titration and Civil Engineering: Design Issues & Preliminary Results. Poster presented at the American Educational Research Association (AERA), San Diego, CA. April, 2022.

  4. Liu, J., Liu, Q., Yu, S., Ma, J., Liu, M., & Wu, L. (2022). Which Types of Learners Are Suitable for the Virtual Reality Environment: A fsQCA Approach. 2022 8th International Conference of the Immersive Learning Research Network (ILRN), 1–5. https://doi.org/10.23919/iLRN55037.2022.9815913

  5. Qingtang, L., Yuwei, J., Jindian, L., Miaomiao, H., Jingjing, M., & Shufan, Y. (2021). Design and Implementation of Virtual Sanxian Teaching System. 2021 IEEE International Conference on Engineering, Technology & Education (TALE), 938–943. https://doi.org/10.1109/TALE52509.2021.9678770

  6. Shufan, Y. , Qingtang, L., Suxiao, X., Yuanyuan, Y., & Linjing, W. (2018). Design and Practice of Exploratory Virtual Experiment in Physics Discipline. Proceedings of the 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), Wollongong, Australia. (presentation)

  7. Liu, Q., Yu, S., Lin, L., Xu, S., & Wu, L. (2018). Design and Implementation of an Immersive Virtual Reality Biological Courseware—Miraculous Eyeball. Proceedings of the 2018 International Conference on Blended Learning (ICBL), Kansai, Japan. (presentation)

  8. Liu, Q., Yu, S. , Wang, Y., Le, H., & Yuan, Y. (2017). A hand-waving dance teaching system based on kinect. Proceedings of the 2017 International Conference on Blended Learning (ICBL), Hongkong, China. (presentation)

  9. Liu, Q., Xu, S., Yu, S. , Yang, Y., Wu, L., & Ba, S. (2019). Design and implementation of an ar-based inquiry courseware - Magnetic field. Proceedings of the 2019 International Symposium on Educational Technology (ISET), Hradec Králové, Czech Republic.

  10. Zhai, X. M., Meng, N., & Yu, S. (2019). Investigating Using Behaviors of E-dictionary with Multiple Design: A Perspective from the Integration of Eye-Tracking Technique and Stimulated Recall. Proceedings of the 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE), Wollongong, Australia.

  11. Yang, Y., Liu, Q., Wu, L., Xu, S., Yu, S. , & Zhang, N. (2019). Design and development of mobile augmented reality for mathematical experiments. Proceedings of the 2019 International Symposium on Educational Technology (ISET), Hradec Králové, Czech Republic.


Manuscript under review

  1. Yu, S*., Liu, Q., et al. Incorporating pedagogical agents into desktop virtual reality: Does visual-tone emotional congruency matter?

  2. Xu, S., Liu, Z., Yu, S. Effects of olfactory cues and marker type on students’ learning and cognitive performance in an AR-based science lesson.

  3. Shen, Y., Zhou, X., Le, H., Yu, S., et al. “Cloud for Youth”: An Implementation Research of Cloud-Based Solutions for Bridging the Digital Divide in Rural China.

  4. Ma, J., Liu, Q., Yu, S., et al. Promoting knowledge acquisition and psychological experiences through high immersion and low autonomy design: A case study of virtual instrumental culture museum

  5. Ma, J., Li, X., Liu, Q., Yu, S., et al. Unveiling the cognitive and affective mechanisms of virtual museum learning: A partial least squares analysis

Software Copyright

  1. An education game based on Leapmotion – cellular immunity

  2. A Tujia Hand-waving dance teaching system based on kinect

  3. A Tujia Sayeerhe dance teaching system based on kinect

  4. A virtual experiment platform based on AR technology

  5. Experimental system of light polarization based on augmented reality technology


Chinese National Invention Patent

  1. Liu, Q., Yu, S., Jiang, Y., Han, M., Zhou, S., Ma, J., Wu, L. (2023) A Computational Method and System for an Assemblable Virtual-Real Fusion Experimental Circuit. ZL 2021 1 0813426.9
  2. Liu, Q., Yu, S., Ma, J., Xu, S., Zheng, X., Yang, W., Wu, L. (2023) A magnetic field visualization method, system, and equipment for virtual-real fusion experiments. ZL 2020 1 1393486.1
  3. Liu, Q., Yu, S., Li, Y., Zhang, Y., Yuan, Y., Wang, Y., Huang, J., Wu, L. (2021) A teaching method and system for virtual dance. ZL 2018 1 0548334.0
  4. Liu, Q., Wang, Y., Yu, S., Wu, L., Huang, J., Zhang, Y., Chang, Y., Yuan, Y. (2019) An assessment method for virtual dance system. ZL 2017 1 0774286.2

HONORS AND AWARDS

  • National Scholarship for Graduate Students, Ministry of Education of the PRC, 2021.
  • First prize, the 3rd “iTeach” National College Students Digital Education Application Innovation Competition, - Ministry of Education of the PRC, 2019.
  • Second Prize, the “Internet+” competition of the school of Educational information technology, CCNU, 2018
  • National Scholarship for Graduate Students, Ministry of Education of the PRC, 2018.
  • The scholarship for outstanding graduates, CCUN, Oct. 2017

PROFESSIONAL MEMBERSHIP

  • Global Chinese Conference on Computers in Education (GCCCE) 2026, Program Committee Member in C1:Learning Sciences, Educational Neuroscience, and Computer-supported Collaborative Learning
  • Immersive Learning Research Network (iLRN)

REVIEWER

  • American Education Research Association (AERA 2026) annual meeting
  • GCCCE 2026
  • Journal of computer assisted learning
  • IEEE transactions on learning technology
  • Computers & Education
  • Education and information technologies
  • Journal of Research on Technology in Education
  • Journal of educational computing research
  • Universal Access in the Information Society
  • International Journal of Human–Computer Interaction

PROFESSIONAL SKILL

  • Specialized software: SPSS, Visual Studio, Mplus, Photoshop, Premiere, 3DS max etc
  • Data analysis: statistics, HLM, Network analysis (ENA, ONA), sequential analysis (LSA)
  • Programing language: C, C #, R
  • 3D game engine: UNITY
  • XR development: Vuforia, VR_TK, HTC VIVE motion tracking, VR eye tracking (eye data visualization & analysis)
  • Neural technology:
    • fNIRS experiment: resting state, event-related design, block design, hyperscanning, naturalistic paradigm.
    • fNIRS data analysis: Homer2/3 pre-processing, activation analysis, Concentration analysis, functional connectivity, WTC, ISC, DCM, graph theory analysis, EEG-fNIRS combination analysis