Please use this identifier to cite or link to this item: http://rportal.lib.ntnu.edu.tw:80/handle/77345300/34955
Title: The Learning Effectiveness of a Blended and Embodied Interactive Video Game for Kindergarten Students
Authors: 國立臺灣師範大學工業教育學系
Hong, J. C.
Tsai, C. M.
Ho, Y. C.
Hwang, M. Y.
Wu, C. C.
Issue Date: 1-Jan-2010
Abstract: We developed an embodied interactive video game (EIVG) that is both educational and entertaining in the hope of using such system to explore the differences that exist in learning effectiveness between blended and pure digital learning. Apart from conducting experiments by having the children learned using the EIVG, we also involved teachers as part of the study helping us observe the emotional aspect of the children. The results of the study can be summarized into the following: 1 The effectiveness of blended learning is much better comparing to that of pure digital learning. 2 The effectiveness of EIVG learning of boys is better than girls. However there is no significant difference between them. 3 The EIVG is highly entertaining which results in learning objects remain highly interested and focused throughout the study. Both types of learning can effectively improve the learning outcomes of the objects.
URI: http://rportal.lib.ntnu.edu.tw/handle/77345300/34955
ISSN: 1049-4820
Other Identifiers: ntnulib_tp_E0102_01_008
Appears in Collections:教師著作

Files in This Item:
File SizeFormat 
ntnulib_tp_E0102_01_008.pdf117.29 kBAdobe PDFView/Open


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.