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, Nationalsing 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
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