The implementation and evaluation of educational online gaming system

dc.contributor國立臺灣師範大學科技應用與人力資源發展學系zh_tw
dc.contributor.authorYu, K. C.en_US
dc.contributor.authorHsiao, H. S.en_US
dc.contributor.authorTsai, F. H.en_US
dc.date.accessioned2014-10-30T09:34:22Z
dc.date.available2014-10-30T09:34:22Z
dc.date.issued2005-06-30zh_TW
dc.description.abstractAn educational online game is proposed in the paper. We then examine the impact of learners' online-game experience and their self-efficacy on learning effects. Meanwhile, the relationships among main factors which influence the learning effects are analyzed. We found that a significant correlation between learners' online-game experience and their self-efficacy is revealed. Path analysis indicates that the learning performance is only directly influenced by learners' academic achievement and learning time. Learners' online game experience only affects learning performance indirectly through learning time. The online game-based learning system in this study is worthy to be popularized since it can attract more learners' attention.en_US
dc.description.urihttp://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=01503137zh_TW
dc.identifierntnulib_tp_E0204_02_053zh_TW
dc.identifier.urihttp://rportal.lib.ntnu.edu.tw/handle/20.500.12235/35765
dc.languageenzh_TW
dc.relationthe 3rd International Conference on Information Technology: Research and Education, Nationalsing Hua� University,� Taiwan.en_US
dc.subject.otherLearning effecten_US
dc.subject.otherEducational online gameen_US
dc.subject.otherSelf-efficacyen_US
dc.titleThe implementation and evaluation of educational online gaming systemen_US

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