Please use this identifier to cite or link to this item: http://rportal.lib.ntnu.edu.tw:80/handle/20.500.12235/34953
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dc.contributor國立臺灣師範大學工業教育學系zh_tw
dc.contributor.authorHwang, Ming-Yuehen_US
dc.contributor.authorHong, Jon-Chaoen_US
dc.contributor.authorHao, Yung-Weien_US
dc.contributor.authorJong, Jyh-Tsorngen_US
dc.date.accessioned2014-10-30T09:33:09Z-
dc.date.available2014-10-30T09:33:09Z-
dc.date.issued2010-01-01zh_TW
dc.identifierntnulib_tp_E0102_01_006zh_TW
dc.identifier.issn0360-1277zh_TW
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/34953-
dc.description.abstractDaily physical activities may slow down the deterioration of cognitive aging. This study intended to develop embodiment interactive video games with friendly human-machine interface to break through the elder's literacy, cognitive aging, and psychomotor hindrances toward technology. Another objective was to understand, through field experiments the perceived usability of the video games as well as their dependability and flow experiences on this platform.. Thirty elders constituted the sample for this study. Based on interviews and observations, this study found that the usability and dependability of this platform were high. Flow experiences occurred depending on the prior knowledge and interactive modules of the games.en_US
dc.description.urihttp://www.tandfonline.com/doi/abs/10.1080/03601271003723636?journalCode=uedg20zh_TW
dc.languageenzh_TW
dc.relationEducational Gerontology.en_US
dc.relation.urihttp://dx.doi.org/10.1080/03601271003723636zh_TW
dc.titleA study of elders’ perceived usability, dependability, and flow experiences on the embodied interactive video gamesen_US
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