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.author | Yu, K. C. | en_US |
dc.contributor.author | Hsiao, H. S. | en_US |
dc.contributor.author | Tsai, F. H. | en_US |
dc.date.accessioned | 2014-10-30T09:34:22Z | |
dc.date.available | 2014-10-30T09:34:22Z | |
dc.date.issued | 2005-06-30 | zh_TW |
dc.description.abstract | An 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.uri | http://ieeexplore.ieee.org/stamp/stamp.jsp?arnumber=01503137 | zh_TW |
dc.identifier | ntnulib_tp_E0204_02_053 | zh_TW |
dc.identifier.uri | http://rportal.lib.ntnu.edu.tw/handle/20.500.12235/35765 | |
dc.language | en | zh_TW |
dc.relation | the 3rd International Conference on Information Technology: Research and Education, Nationalsing Hua� University,� Taiwan. | en_US |
dc.subject.other | Learning effect | en_US |
dc.subject.other | Educational online game | en_US |
dc.subject.other | Self-efficacy | en_US |
dc.title | The implementation and evaluation of educational online gaming system | en_US |